Skip to main content

Full text of "Commodore Free magazine"

See other formats


1 

































































www.commodorefree.com 


Editor 

Another issue arrives 

Quite exciting times as recently I received my DC2N 
and ultimate 1541 interface, although as of this time I 
haven’t used them! I am hoping to find some time to 
test out these devices. 

We continue with this issue the Beginners guide to 
the Commodore 64, and move another step closer to 
the goal of a competent user. Also in this issue I 
managed to pin down Robert Bernardo and obtain an 
interview, that is quite enlightening about 
Commodore and the Cl and Dtv devices that were 
designed by Jeri Ellsworth finally we finish with a 
review or write up of the recent Mossycon4 

Rather disappointing is that No one entered the 
PPOT competition to win 1 of 3 cd roms of the bands 
music, so does that mean all readers don’t want 
competitions or all have the Cd's already I wonder if 
the question of putting pen to paper is of putting for 
some users so I will re run the competition at a later 
date maybe with a 1 question you need to email and 
answer to and if no one replies I can take it 
competitions are not wanted in the magazine 

Regards 

Nigel 

HOW CAN I HELP COMMODORE FREE 

Ok the best way to help would be “write something 
about Commodore” (yes for the observant I spelled 
the company correctly this time) _grin seriously 
though articles are always welcome, 

WHAT ARTICLES DO YOU NEED 

Well they vary contact me if you have an idea but I 
am looking for 

Tutorials - (beginners and Expert) 

Experiences with Commodore 

Why I love Commodore machines 

Interviews - maybe you have access to a power user 


Contents 

CONTENTS 

Editorial and Contents Page 2 

NEWS 

ulec news Page 3 

General news Page 4 

Behr Multicart for the VIC 20 
PAL VERSION Page 5 

PROJECTS 

Wild bunch project Page 6-9 

REVIEWS 

DIRMASTER version 2 Page 10-13 

MOSSYCON 4 Personal Review Page 28-30 

INTERVIEWS 

Interview with Robert Bernardo Page 14 

TUTORIALS 

DMC Music Editor Page 21-22 

Commodore 64 Beginners guide 4 Page 23-27 


Issue 19 May 2008 page - 2 





www.commodorefree.com 


NEWS 

ulEC and ulEC/CF are projects 

Jim Brain 

More options Apr 15, 12:26 am 

Newsgroups: comp.sys.cbm 
From: Jim Brain 

Date: Mon, 14 Apr 2008 23:26:16 GMT 

For those who do now know, ulEC and ulEC/CF are 
projects to allow a I EC-based CBM computer 
(VIC/64/128/etc.) to utilize a IDE drive Formatted with 
a FAT file system or a Compact Flash (CF) card with 
such a file system. 

ulEC development took some very interesting paths 
this year (more details if there is interest), but I am 
happy to report that the unit is working and I'm now 
concentrating my efforts on making it CF-card 
agnostic (testing various cards I have here), and 
trying to increase compatibility. I have a deadline to 
have units for sale in time for the CCCC expo in late 
June. 



I've taken advantage of the long list of features in 
another project (sd2iec) to make ulEC even more 
compatible and useful. 

So, here is a combined list of features: 


o Supports IDE and CF cards (ulEC supports 
IDE/IDE, IDE/CF, or CF/CF if you have an IDE->CF 
adapter for the second card. ulEC/CF supports 
single CF card) 

o Supports drives of any size, though support for 
>137GB drives needs more testing. :-) 

o Supports FAT12/16/32 partitions of any legal size 
* Supports partition-less cards/drives, or up to 4 
primary partitions or 3 primary and 12 extended 
partitions. (Email me if you have more than 12 
extended partitions on a drive :-) 


o Supports FAT Long filenames 


* Transparent support for PRG/SEQ/USR file 
extensions, with REL support planned. 

o Transparent support for POO/SOO/UOO files, with 
ROO support planned. 

o Supports read and write of D64 images. 

o Block level disk access supported on D64 images 

o Most CBM DOS commands 
(Scratch,!nitialize, Rename,etc.) supported. 

o CBM general config commands (UO, U+, U-, Ul, 

U9, U:, UJ) supported. 

o CBM block level commands (B-R, B-W, UA, Ul, 

U2, UB) supported when in D64 image. 

o CMD-style partition ($=P) support 

o CMD-style subdirectory (MD,CD,RD) support. 

o CMD DOS Commands (G-P, G-<shift-P>) support. 

* Long form CMD directories ($=T:*, $=T:*=L) 
supported 

o 1581-style/CMD-FD/HD-style wildcard matching 
supported ($:JIM*RAIN) 

o JiffyDOS fast loader equipped (PAL and NTSC 
support). Can be enabled or disabled via DOS 
command. & Firmware can be updated by copying 
new firmware file to root dir of first drive, first partition 
and resetting unit. 

(* noted items are in my WIP codebase, & are 
features in mainline codebase I need to enable in my 
variant) 

I want to publicly thank Unseen of sd2iec for creating 
a very impressive codebase that made my feeble 
original attempt pale in comparison. Although I will 
regret not being the originator of the ulEC firmware, it 
simply made no sense to duplicate all of the features 
and require sd2iec to re-implement features already 
in the ulEC project. I think Unseen also appreciates 
another developer on his firmware project. My 
additions have primarily been to the FAT LFN code, 
the CMD HD commands, and multiple drive support. 

In process is time-based directory pattern matching 
(>00:00:00 and <00:00:00), support for programs that 
determine drive type via M-R, and D71/D81 image 
support. 

I'll refrain from listing the ideas in the enhancement 
bucket, but there are quite a few. At this point, I am 
prioritizing features that might make HW changes 
necessary, for obvious reasons. Firmware-only 
additions can be made after shipping. 

I'm happy to answer questions in the thread. 

http://qroups.qooqle.com/qroup/comp.svs.cbm/brows 

e thread/thread/9b8ea39e1f5dc75a?hl=en 


Issue 19 May 2008 


page - 3 - 










www.commodorefree.com 


Vintage Technology Magazine 

Is available to download now up to version 6 priced 

at £0.99 back issues are available 

Go to www.vintaqetechnoloqv.co.uk to download 



This issue features: 

Old-school computer learning 

Will my vintage electronics collection still work in 100 

years time? 

Flight sims - flying with home computers 

Defender - the thinking man's arcade shoot-em up 

Commodore PET computers 

Early modems in the US & UK 

Tomy handheld electronic games 

Vintage LED clocks 

Learn about maths the vintage way 

Vintage voice recorders 

First 'personal' radios 

Interview with Richard Hanson - Superior Software 
founder 

Repairing handheld games 
HP calculator memories 

FREE online sample Edition is available 
http://www. vi ntaqetechnoloqy.co. uk/down load, htm 


Jeri Ellsworth at the NotaCon 
/BlockParty FPGA Programming 



This is Jeri Ellsworth at the NotaCon/BlockParty April 
4th, 2008. She is talking about creating a demo in 
FPGA. 

http://blip.tv/file/821819 


Commodore brand name in trouble 
again 

Escom paid $14m for the Commodore name, then 
they suffered problems and closed Tulip rescued the 
name in 2004 they sold the brand name to Dutch 
firm, Yeahronimo who tried to market the brand name 
by selling M3 players and the Gravel, the company 
suffered poor sales and looks like they are now in 
financial problems This doesn’t affect Commodore 
gaming who are a separate company altogether. 

http://www.channelreqister.co.uk/2008/04/18/commo 

dore lawsuits/print.html 


#Amigaguide 



The first edition of this English pdf magazine is now 
available for download. In this edition the following: 
disk.info, Howto use floppies, Kick Off 2, Tilt, 
Trashcan, Amiga Laptop and Sandnes BBS. You can 
download the pdf after you register (for free). 
http://amiqaweb.net/index.php?function=amiqaquide 

3 ReadMeFirst - Editorial 

4 Disk.info - News 

7 Floppies...Floppies....Floppies 

- Erlend writes about what we can use all 
those floppies for... 

8 Kick Off 2 

- Did you know there is a very strong world 
community gathered around the famous 
Amiga soccer game Kick Off 2? Learn more 
about Kick Off 2 WC, Cups and community 
by reading this! 

12 Tilt - game review 

- Michal writes about Street Rod 2 

13 Trashcan 

14 Tilt - game review 

- Michal writes about another Amiga game 

15 Sandnes Amiga BBS 

- Sandnes BBS is still running after 10 
years, and still uses an Amiga 1200 as its 
host computer. SysOp Firestone writes a 
little computer history.... 

20 Amiga promotion products 


Issue 19 May 2008 


page - 4 - 


































www.commodorefree.com 


Behr Multicart for the VIC 20 
PAL VERSION 

I am happy to announce that I now accept orders for 
the PAL version of the Behr Bonz multicart. 

The price is the same as the NTSC version: 30$ 
Canadian. Shipping to Europe or Australia is 11$ for 
up to 5 carts. Please visit www.8bitcentral.com 

(COMMODORE FREE) Ordered and waiting with 
anticipation will do a review for the magazine 
once I have my hands on the device 


G 

Galaxian/ Gorf/ Gridrunner 

In the Chips 

J 

Jawbreaker 11/Jelly Monsters/ Jupiter Lander 

K 

Keyquest/ Krazy Antics/ KStar Patrol 

L 



Lazer Zone/ Lode Runner/ 
Lunar Leeper 


M 

Maze/ Medieval Joust/ 
Menagerie/ Mine Madness/ 
Miner 2049'er/ Mobile Attack/ 
Money Wars/ Monster Maze/ 
Moon Patrol/ Mosquito 
Infestation/ Motocross Racer/ 
Ms Pacman/ Mutant Herd 


O 

Omage Race/ Outworld 


P 

Pacman/ Paratrooper/ 
Pharaoh's Curse /Pinball 
Spectacular/ Pipes/ Poker/ 
Polaris/ Pole Position/ Predator 
/Princess and Frog/ Protector 


List of games 
included in the PAL 
version: 

A 

AE/ Aggressor/ Alien 
Blitz/ Alphabet Zoo/ 
Amok!/ Arachnoid/ 
Artillery Duel/ 
Astroblitz/ Atlantis/ 
Attack of the mutant 
Camels/ Avenger 


B 

Black Hole/ Buck 
Rogers: Planet of 
Zoom 


C 

Cave-In/ Centipede/ Choplifter/ Cloudburst/ Clowns 
Joystick/ Clowns Paddles/ Computer War/ Congo 
Bongo /Cosmic Cruncher/ Cosmic Jailbreak/ Creepy 
Corridors/ Crossfire/ Cyclon 


Q 

Q-Bert/ Quackers 


R 

Radar Rat Race/ Raid on Fort 
Knox/ Rally-X/ Rat Hotel/ 
Renaissance/ River Rescue/ 
Road Race/ Robot Panic/ 
Robotron 2084 


S 

Scott Adams: Adventureland/ 
Scott Adams: Mission Impossible/ 
Scott Adams: Pirate's Cove/ Scott 
Adams: The Count/ Scott Adams: 
Voodoo Castle/ Sargon 11 Chess/ 
Satellite Patrol /Satellite and Meteorites/ Scorpion/ 
Sea Wolf/ Seafox/ Serpentine/ Shamus/ Sir Lancelot/ 
Skibbereen/ Skyblazer/ Space Ric-o-shay/ Spiders of 
Mars/ Spike's Peak/ Spills and Fills/ Springer/ Star 
Battle/ Star Post/ Star Trek: Strategic Operations 
Simulator/ Sub Chase/ Submarine Commander/ 
Super Amok/ Super Slot/ Super Smash 


D 

Deadly Duck/ Deadly Skies/ Defender/ Demon 
Attack/ Dig Dug/ Donkey Kong /Dragonfire/ Droids 


T 

Terraguard/ The Sky is Falling/ Threshold/ Topper/ 
Turmoil/ Tutankham/ Type Attack/ Typo 


F 

Fourth Encounter/ Frogger 


V 

Video Vermin/ Videomania/ Visible Solar System 


Issue 19 May 2008 


page - 5 - 























www.commodorefree.com 


THE WILD BUNCH PROJECT 
THE C64 CONVERSION 



http://www.gamesplavaames.co.uk/thewildbunch/ 


http://www.gamesplavaames.co.uk/thewildbunch/music/ionwells wildbunchstorv.mp3 

unfortunately I couldn’t finish it as I needed Assembly 
experience to handle the Gunfight 
bitmap sequence and music. Also, 
around then I had 

limited time due to starting college 
and also getting contract work with 
Cult/D+H Games. Around the time 
the work was put on hold (mid 1988) 
The Wild Bunch project was 
completed to around 80% and fully 
playable. 

Now 20 years later, following an email 
from Frank Gasking of GTW 
regarding the project and after finding 
the lost disks with my original 
conversion work on, The Wild Bunch 
Commodore 64 conversion has been resurrected and 
is to be completed once and for all! With the original 
Wild Bunch approaching its 25th birthday at the end 
of this year the intended deadline is scheduled for a 
New Year 2009 release. 

ORDERING INFORMATION 

The Wild Bunch will be made available as a one-off 
Special Limited Edition tape for the Commodore 64 
and will cost only £3.99 
+ £1.00 UK P&P, 
outside the 



THE STORY SO FAR. 

It was back in Nov 1987 when I got mitts on a shiny 
new C64! Having been a Classic on the good old 
Spectrum (which I also owned) and Amstrad, and a 
firm favourite of mine, I was very surprised when I 
found that Firebird hadn't made a C64 version! By 
early 1988 I was increasingly getting more interested 
in the programming side of things and so started to 
learn 64 Basic. What with The Wild Bunch being 
mostly written in 
Basic I quickly 
decided to do my 
own conversion 
as a sort of pet 
project and 
learning curve. 

Having acquired 
the full Spectrum 
Basic listing of 
the game it 
placed me in 
good stead to 
undertake what 
was then a 
mammoth task. 



TUT WIT n DT TTVTOI-r 


UK Overseas P&P is 
£2.50. Once all copies 
are sold there wont be 
any more duplication 
runs so to guarantee 
your copy, you should 
pre-order securely 
using PayPal. 
http ://www. qa mes pi ayq 

ames.co. uk/thewi Idbu n 

ch/ 


I learned a lot 
during the 
conversion, but 


FIKFTMftX'. . . -FIKFE.IKD. . . . FlftFTMftX' 


NEWS - 13th April 
2008 

The Gunfight street 
scene is completed! 


Issue 19 May 2008 


page - 6 - 


































www.commodorefree.com 


Check out my diary below for screenshots! 

NEWS - 12th April 2008 

Work has started on the Gunfight street scene today, 
keep an eye on the diary over the next few days as 
I'll be attempting to complete this scene over the 
weekend! 

NEWS - 8th April 2008 

The Wild Bunch Loading screen is complete. See my 
Diary entry for more details! 

NEWS - 6th April 2008 

The Wild Bunch has now been made available for 
overseas pre-orders. I Have also added Kenz's Diary 
entries in a new section below. 

NEWS - 12th March 2008 

Kenz to contribute to the project! Following a few 
emails to my buddy and all round C64 hero Jason 
'Kenz' Mackenzie of Binary Zone, BIT Live and BITS 
fame he has agreed to contribute to the project! He 
will be helping in various areas and designing the full 
colour inlay and label packaging using the original 
Spectrum's into a fully authentic Commodore 64 
version! Our intention is to produce a one-off special 
limited edition small duplication run on tape with full 
colour authentic packaging for Commodore 64 
collectors. These will be closely based on the original 
Firebird Spectrum & Amstrad packaging to make it as 
authentic as possible. 

To cover production/duplication costs this will be sold 
for £3.99 with £1.00 postage for UK and £2.50 
postage for Overseas orders. There will only be one 
duplication run of this product so to reserve your 
copy you should pre-order using the UK or Overseas 
pay pal 

DEVELOPMENT DIARY 
12th-13th April 2008 

I started work on The Wild Bunch Gunfight street 
scene. I used the Spectrum screen that Kenz had 
sorted out for me on a c64 disk, which I converted 
onto PC first. Using Congo I converted this straight 
into multicolour mode to see how it looked in 64 
multicolour form at its most basic. As you can see 
from the screenshot below a lot of work would be 
needed to enhance this fully! 


The other problem with this screen is that it’s smaller 
than the 64 screen size. The spectrum screen is 256 
x 176 pixels, whereas the 64’s screen size is 320 x 
200 pixels. I decided the best way would be to keep 
the original size of the Speccy’s and just add the 
extra border around the outside and continue the 
buildings into this area. I did this using Photoshop 
and a half an hour later the original 

Spectrum screen looked like this: 

Following this I added in some brickwork effects on 
the buildings in Photoshop before the initial 
conversion was to take place in Congo and upon 
doing this it actually wasn’t too bad at all, but it still 
needed a heck of a lot of work to optimise it for the 
64. I spent the next 3-4 hours editing and tweaking, 
but still a lot of work left to do. I decided to spend 
most of the next day (Sunday 13th) finishing it off. I 
continued more work on the Gunfight scene today, 
but before I began I coded a quick routine in the 
CCS64 emulator and loaded in the existing bitmap to 
get it to display on the screen. This was saved for 


later use. I proceeded with the bitmap in Congo doing 
a good 3 hours more worth of tweaking, changing 



and playing around with various looks and eventually 
I managed to get it to a stage I am happy with. Now 
during the development of the bitmap I had an idea to 
make the most from the bitmap in which I can change 
the colours of the building, sky and ground in-game. 
About 4-5 colours were not used so I colourized each 
building using any unused colours including purple, 
green, red etc. Following this I adapted my code so I 
can use a lookup table and replace the red, green, 
purple colours with any colour I like. The great thing 
about this is that I can use the same bitmap, but 
make the scene look different by mixing the 16 colour 
palette and building colours. I can also darken the 
ground and sky to make the scene look like night¬ 
time or dusk for example which will give each 
Gunfight scene a more varied look! 



Once this was complete I downloaded Sprite Pad on 
the PC and started work on the actual Gunfighter 
sprite. I simply magnified the original Spectrum 
Gunfighter and copied him pixel for pixel into 64 
sprites, but I added an additional multicolour sprite 
for underlying behind the Hi-res black outline. This 
gives the Gunfighter full colour for his face and 
clothing and I can vary these colours in the game 
depending on who you are having a gunfight with. 
This will again add some variety to the scene. As an 
additional extra I created a Hi-res cactus for the 
background. Finally, I bolted all this together into my 
code and tested it for various scene styles, two of 
which you can at last see below. 

I have a few plans for the Gunfight sequence which 
will add something extra for the 64 version compared 
to the Spectrum and Amstrad, though I'm not saying 
any more as that'd spoil it for you. You'll have to find 
this out yourself when you play the game! 


Issue 19 May 2008 


page - 7 - 

























www.commodorefree.com 



22nd March 2008 

Kenz finishes first proof version of The Wild Bunch 
inlay. See below! Wow, very nice! 


21st March 2008 

The story so far intro music has been composed. I'm 
using the Commodore 64's Dutch USA music player 
tool on my PC running the excellent CCS64 Emulator 
to handle all the audio music for the game. 

Click here 

http://www.qamesplayqames.co.uk/thewildbunch/mu 

sic/ionwells wildbunchstory.mp3 
to download an mp3 snippet of the track! 


8th April 2008 

The Wild Bunch loading/title bitmap screen has been 
created! This was developed over a 3 hour period 
last night. I used the original Hi-res Spectrum 
loading screen which I opened into Photoshop on the 
PC. From here I added a rainbow effect on the red 
sky, I then saved and loaded this into the Congo PC 
graphics tool, this allows you to convert an image into 
any Commodore 64 bitmap form. 


Before I started I had to resize the image into 
320x200 pixels for the full 64 screen. Following this I 
used the dithering feature to convert the rainbow 
effect and hi-res picture into C64 multi-colours and 
spent some 2 hours tweaking the rough edges and 
adding my own colouring to the sun, cactus, and 
wording. I may come back to this at a later stage to 
see if I can improve on it further, but for now you can 
see the results in the screenshot below! 


18th March 2008 

The original Spectrum inlay and tape label is 
scanned and sent to Kenz for re-designing and 
development. 

16th March 2008 

Using some handy emulation tools the original 
Spectrum 48k Basic listing is re-printed and my 
Commodore 64 conversion listing printed for 
comparison and reworking to ensure the conversion 
retains the same strategy elements and formulas as 
the Spectrum. With these in hand I can 
make any changes to my old source to 
bring it much closer to the original. It'll 
also make it easy for me to read through 
and pick up from where I'd left off 20 
years ago! 

2nd March 2008 

I find my lost C64 work disks with the old 
Wild Bunch conversion source on! This 
was no mean feat, what with well over 
500 work disks to sift through it took me 
quite a few days to actually find all the 
disks with the Wild Bunch source on. 
There were so many different snippets 
of source and work data that I've done 
across many disks over the years that it 
was very difficult to label and keep track. 
I use my old Windows 98 PC a CBM 
1541 disk drive and PC to 1541 cable 
and convert the Wild Bunch disks into 
.d64 images on the PC. Now I can work 
on this project using the CCS64 Emulator on my 
modern office PC! 

KENZs DIARY 
22nd March 2008 

My next job was to airbrush the front of the inlay to 
change the yellow border from the Spectrum version 
to a red border to show it's a C64 game. Using the 
C64 Firebird game 'Arcade Classics' as a guide I 
noticed the bottom section of the border on the C64 



5th April 2008 

The Wild Bunch project website goes live! 

27th March 2008 

Kenz produces The Wild Bunch website layout for 
me to modify and use for the pre-order, news and 
diary of the game. 

26th March 2008 

I have created more music for the game, the jingle 
which plays when the map is shown. Also the music 
that plays when you take a shot character or prisoner 
to the sheriffs office following the gunfight sequence. 


game was still yellow but the top section was red so I 
carefully airbrushed the top section of the Wild Bunch 
inlay to match. I then lifted the COMMODORE 64 / 
128 text from the Arcade Classics inlay and placed it 
onto the Wild Bunch inlay. I then produced a red box 
to go on the spine of the inlay to show that it is the 
CBM 64/ 128 version of the game. To finish off the 
inlay I retyped all the instructions and added C64 
loading instructions. I also changed the credits to suit 
this new version of the game. And voila! The C64 
inlay was complete. I then printed a test inlay, took a 
few photos of it in a tape box and emailed them to 
Jon for his feedback. 


Issue 19 May 2008 


page - 8 - 


























www.commodorefree.com 


21st March 2008 

I began working on the Wild Bunch inlay today! My 
first job was to remove the creases where the original 
tape inlay had been folded. This took a good few 
hours as I had to rebuild the pictures of the cowboys 
shown in the background on the inlay. I also had to 
carefully restore the sky and ground so it all blended 
together nicely. Ironically, this was the hardest part of 
the inlay to produce and you probably won't notice 
any of it as the inlay will be folded once again when it 
gets put into the tape boxes! After that I removed any 
remaining blemishes, creases and small marks from 
the inlay and then set about getting rid of the two 
holes from the back of the inlay. These were the 
holes that the 'tape lugs' on the tape box went 
through to keep the tape secure in the box. 

Nowadays you can get clear tape boxes with no lugs 
(which I think look much nicer) so I got rid of the 
holes. This meant more art working to restore the 
background images and I also redid the screenshots 
as one of the holes was punched right through where 
the screenshots are illustrated on the inlay. I used 
nice cripsy clear screens from the emulator on the 
inlay which look much sharper than the ones on the 
original Spectrum inlay. 

18th March 2008 

I received the tape inlay scans from the Spectrum 
version of the Wild Bunch from Jon today so I set 
about creating a tape inlay template in Photoshop to 
ensure my artwork prints at the correct size. I then 
dropped Jons scans into the template and worked 
out what needed to be done to the artwork. Jons 
timing was perfect as it's Easter in a few days which 
means I'll have a bit of extra time to work on the inlay 
artwork. 


12th March 2008 

I received a very interesting email from Jon today 
which mentioned he was resurrecting his old 
conversion of the Speccy / Amstrad budget title 'The 
Wild Bunch'. I was rather excited by this news as I 
used to LOVE that game on the Speccy as it was one 
of the early Firebird budget games I bought. Anyhoo, 
Jon mentioned he would like to produce a special 
edition of the game on tape complete with authentic 
artwork so I offered my photoshop services and 
requested that Jon send me hi-res scans of the inlay 
to have a fiddle with. It looks like me and Jon are now 
collaborating on a C64 project after all these years. 
COOL! 

27th February 2008 

So there I was minding my own business when 
**SHAZAM!** an email arrived from my good C64 
chum Jon Wells. I had tons of fun working with Jon 
(along with Alf Yngve, Paul 'FeekZoid' Hannay and 
Jason 'TMR' Kelk) on various C64 projects back in 
the 90's so it was great to hear from him again after 
all this time. I was also really pleased to hear he had 
been working on a new C64 release - the Sideways 
SEUCK Project - so I crafted a little banner for him in 
order to help promote it. But that was only the 
beginning ... ! 

Commodore Free 

would like to thank the project Jon Wells for providing 
permission to reprint this information 




Issue 19 May 2008 


page - 9 - 

































www.commodorefree.com 


DIRMASTER version 2 

http://stvle64.org 



DirMaster is a Windows graphical disk management 
tool for manipulating commodore disk images using 
windows drop and drag features and supporting a 
wide range of disk image types, but it is a lot more 
than that. 

DirMaster 

How do you improve on the best!, I guess you just 
have to listen to feedback and make your application 
that bit more special. Well that’s exactly what’s 
happened with DirMaster. This is a superb tool, that 
has recently been updated to version 2.0; and 
although I looked at an earlier version in Commodore 
Free magazine I decided to do a full review of version 
2.0 

To install DirMaster you will need a Windows 
machine with either windows 2000, Windows xp or 
vista although the documentation says it may work 
with windows 98 there are no promises to that effect. 
As with all Windows installations you will need to 
have administrator privilege over your machine. 
Download the installation package and double click 
to install it’s that simple. 

But hey aren’t there hundreds of these tools available 
for creating and manipulating Commodore Disk 
images? 


well yes there are versions for dos as well as 
windows and they all work, some are clumsy and 
some do support dropping and dragging some are 
quite good but nothing seems as slick as this 
application, read on and you will see why. 

Smooth as silk 

First let me explain the dragging and dropping on the 
application, select a file lets say it’s a text document, 
first run the DirMaster and create or open a disk 
image now left click the file and HOLD the mouse 
button, drag the file onto the disk image and then let 
the mouse button go, hey presto as if by magic the 
text file is now in the disk image this function alone is 
a real timesaver, I am sure windows users will 
appreciate this. 

The opposite also works so lets say you have a text 
file in a disk image and you want to extract it to 
another folder or your windows desktop for example, 
open the disk image, and left click the file HOLD the 
mouse button down and move the file to its new 
location on the desktop or in another folder, let go of 
the mouse button and the file is extracted! Double 
clicking on the text file in the disk image will open the 
file for reading as shown in the screen shot of Issue 
17 March 2008 Editor comments. 


Issue 19 May 2008 


page -10 - 



























www.commodorefree.com 



DirMaster v2 


b lOlUbgb 

B t.editor 


COMMODORE FREE MAGAZINE * 


T-i- U ■ ■■ I 

ISSUE IT MARCH 2Q08 
0MM.COMMODOREFREE.COM 
FREE TO DOWNLOAD MAGAZINE 
DEDICATED TO COMMODORE COMPUTERS 

AVAILABLE AS TEXT. HTML. PDF, SEQ AND 
COMMODORE G4 D64 DISK IMAGE 


!DITOR 

SOME OF VOU READING THIS MAV WONDER 
IHV I DECIDED TO INCLUDE AN INTERVIEW 
IITH 7BREAD BOX COMPUTER SVSTEMS? AS 
'HEY ARE NOTHING TO DO WITH COMMODORE 
EELATED ITEMS. WELL BECAUSE SOME 
IUESTIONS HAVE RAISED RECENTLY ABOUT 


Disk File Edit View Windows Help 


M illB'ue J|LtBlue 


& 


ooo 

400 

OOO 


t <*> ■ 


(Blue |Lt Blue 


Hey wait that’s just one feature of the application; 

You could for example open 2 disk images and copy 
files between the 2 using drop and drag. You can 
also open the application and drag a disk image onto 
the running application; this will open the disk image 
for viewing. Or you can run the application and select 
file - Open but that’s just a bit dull. You can multi 
select disk images, drag them over the running 
application and they will open in separate windows 
for viewing. Disk images that have changed by 
adding modifying or deleting files will show there 
status of a change without being saved by adding an 
asterisk to the file name as shown the disk image is 
godot127.d64 I changed one of the files by deleting it 
and the disk status has changed to godotl 27.d64 * 


Ok I am getting way to excited lets look at some of 
the menu items starting left to right 


Open a Disk image 



Well fairly self explanatory click this icon to 
open a disk image for viewing or editing, also when 
installed if you want you can have the application 


assign itself to d64,d81 etc so double clicking a Disk 
image will open a disk image 



Save a Disk Image 

Guess what this saves the current disk image, also 
closing the disk image will prompt the user “the disk 
image has changed do you wish to save” 


Find disk 



Very nice feature you can hunt for a file in a 
disk image by selecting a folder to search and giving 
the filename as shown below 


godotl 27. d64 


Issue 19 May 2008 


page -11 - 




































www.commodorefree.com 



Show Commodore tool 

Pops open a box with the Commodore 
character set, inversed video normal, 
small case and commodore characters’ 
you can then click on one to enter it in the name of 
your applications title 


Change the case 

Toggles the case in a disk image or in a text file so 
upper case letters become lower case and vice a 
versa 




File Properties 

Shows the properties of a selected file giving 
Name / Type (prg etc) / file size / tract and sector 
/date etc 


! "ttStffi > * + , - . ^ 
012 3 45 G 7 8 3: ;< = >? 
GABCDEFGHIJKLMNO 
PQRSTUUHXVZC £] tf- 

---- k ^L\/r 

-|*_¥| rX o* !♦+* Iff 1 ! 
:^ll==i=limLJ ■ 

■ □■l;i ikohhi icj: mi icl 

l- _ _l lv.r 11- ■ L -i _ 

r J ""rH I I ■-* ■ \ 



Show separator tool 

some disk images use separators’ between 
filenames clicking this tool provides a preset number 
of separator files for the user to click and enter into 
there disk image 



OQO 

ooo 

000 r. 

Bam Edit 

If you don’t know what BAM edit is this wont be any 
use to you, 


Move Up or down 

Moves the file in a disk image up or down so its 
higher or lower in the disk listing order 



Jump to sector 

Opens the Sector editing tool 




Change to parent directory 

Changes 


f 

\ 




Toggle font size 

Changes the size of the text and so 
reduces the size of the disk image 
windows there are 2 sizes normal and small to toggle 
between 


Issue 19 May 2008 


page -12 - 



















































































www.commodorefree.com 



Toggles Hidden characters’ 

Turns on or off hidden characters’ in a 
file 



Show Deleted files 

Toggle’s on or of the display of deleted 
files in the disk image 


{Blue 33 l LtBlue 3 

Colours 

Changes the display background and text of a disk 
image purely cosmetic the first sets the background 
colour the second the text colour, again this is just 
the amount of attention to detail the programmers 
have added to the application, its not an essential 
item to have but makes things easier on the eye 

These are the main parts of the program you will use 
again all very intuitive and if you cant remember what 
one of the icons does hovering over it will show a text 
hint, 

Other functions from the pull down menu are Validate 
disk, batch processing 




But I am really out of space in this what was 
supposed to be a mini review 



The minimise maximise and red cross close 
buttons and the borders of the screen in the 
Dir Master review are copyrighted to Microsoft 
corporation as well as the trademarks Windows, 
windows 98, windows 2000, windows vista and 
windows xp and the abbreviations xp,vista,98,2k 


If you click in the disk window on a basic program for 
example, then you are shown the listing of the basic 
application shown below is a disk from Loadstar, the 
loader application is in basic and double-clicking on 
the file opens up a box with the basic listed, right 
clicking on the text allows the copying of selected text 
to windows clipboard and pasting into any application 
as shown below (a selection of the highlighted text) 

I would have liked to have seen an option to print the 
text out preserving the Commodore character set and 
special characters 

dv=peek(186):ifdv<8thendv=8 

5 poke32767,13:poke53371,0 

6 poke65534,1 :rem s-key on 

10 poke53281,0:poke53280,0:print RSTUVWXYZ 
[]{}"":ifpeek(653)=0thenpoke53265,11 :gosub100 

II poke53265,27: 

tq=ti:poke198,0:ifpeek(653)=0thengosub1000:goto13 

12 poke53280,11 :poke53281,11 :goto50 

13 rem 

Also the display can be toggled between 40 and 80 
column mode to allow more or less text on the 
screen, 


Issue 19 May 2008 


page -13 - 





































































www.commodorefree.com 


Interview with Robert Bernardo 
Commodore enthusiast 
and Commodore promoter 



COMMODORE FREE - Please introduce yourself to 
our readers. 


ROBERT BERNARDO - Hello to all my Commodore 
and Amiga friends! I'm Robert Bernardo, long-time 
C= enthusiast and president of the Fresno 
Commodore User Group (FCUG). 

CF - What do you do for a living? 

RobertB - I'm an English teacher at a middle school 
in California. Specifically, I teach English as a 
Second Language to students in grades 6-8 (ages 
11-14). I'm in my 29th year of teaching. 

CF - How did you first come in contact with the 
Commodore brand? Can you remember your first 
Commodore machine, and do you still own the 
machine? 

RobertB - Back in 1981, I took a class for teachers; 
if I remember correctly, it was something called, 
“Computers in Education”. This was a whole new 
world for teachers. Using computers in the public 
school setting was a new and mysterious frontier, 
because there were so few classroom computers in 
our area. Well, we met in an office setting with rows 
of Tandy 3 computers ready to be used. We were 
taught the basics - howto turn them on, what a 
floppy disk was; howto load, run, and save; howto 
use BASIC language. We moved slowly through the 
day-long curriculum. By the end of the day, I 
received a pat-on-the-back in the form of a certificate, 
and I thought that was that. 

In 1982 I started seeing magazine advertisements for 
the inexpensive Commodore 64. At the same time, I 
took another teachers' class in MS-DOS which had 
me relearn the basics of using a computer, in 
addition to those MS-DOS commands. In 1983 with 
more and more advertisements for the Commodore 
64, I started feeling the need to get one. My best 
friend at that time had the same notion. We scanned 
the magazine and newspaper ads constantly for a 
good deal. Finally in August of 1983, Federated 
Electronics, a chain store throughout California, 


advertised the C64 for $199.95 plus if you bought it, 
you'd get the CBM bonus cassette pack for free. 
What a deal! At that time, I was still a poor teacher 
with no credit. I bought it, but it was about 2/5 of 
my monthly net salary! The computer was such a 
best-seller that the store ran out of the bonus 
cassette pack, and I had to get a raincheck to pick it 
up later. I was so excited; I brought the C64 home 
and eagerly pored through the user's guide, keying 
in the sample programs and watching what they did 
on screen of the little black-and-white t.v. I used. 
However, I couldn't save anything, because I had 
no disk drive nor cassette drive. 

It was only a month or two later that I bought a 
cassette drive for it, but not the CBM cassette drive 
because it was more expensive; I bought a knock¬ 
off drive for $30. I bought my data cassettes from 
Radio Shack in the belief that those C-10 or C-20 
blank cassettes were superior to regular cassettes. I 
saved the few user guide programs but had no 
source for more. For what else could I use this new¬ 
fangled wonder? Then I bought my first commercial 
program, the Quick Brown Fox word-processing 
cartridge. Its manual humorously led me through my 
first steps in writing a document, but I had no printer 
to use! Then after using it a few times, I accidently 
pulled the cart out with the computer on; I had 
shorted out the cart, and it was useless. 

In 1984, the computer magazines started coming out 
- Home Computer, Compute!, Computes! Gazette, 
etc.. Also the stores started having shelves just for 
computer software, not just one or two pieces of 
software but dozens and dozens. I bought Totl. Text 
2.6, a word processor on cassette. I was back into 
using the C64 usefully. My best friend bought a disk 
drive and a 1525 printer, the printer capable of 
printing graphics. I had my choice - buy a 1541 disk 
drive for $400 or buy a Royal daisywheel typewriter 
with Centronics interface for $400. A letter-quality 
printer... I had to have it. Not only was it a 
sophisticated typewriter, but it would become a 
peripheral for my Commodore. O.K., printing 
graphics was not a high-priority for me. With the 
additional Centronics cable that I had to order for $20 
and a type-in program included with the typewriter, 
Totl. Text 2.6 was able to use the Royal typewriter. 
Because my best friend was deeply interested in 
Commodore, too, he would key in magazine type-in 
programs for me and save them to cassette so that I 
could use them. A lot of those programs were games 
and utilities, and some were educational programs 
for children. 

In the summer of 1984, I took a teachers' university 
class on what was basically word-processing class 
with the program, Bank Street Writer for Apple II. 

Yes, there were rows and rows of Apple M's for 
teachers to use, and though I dutifully did my lessons 
on the Apple 11,1 always thought of the alternative of 
the C64. For our final project, we were to write a 
multi-branching story for students to read. The other 
teachers used the Apple M's, but with the permission 


Issue 19 May 2008 


page -14 - 









www.commodorefree.com 


of my instructor, I brought in my C64 and datasette 
drive and wrote the story with the C64 and Totl. Text. 

By September, 1984, I brought my one C64 set-up to 
the classroom - one of the first teachers to have a 
computer in the class. With the typewriter/printer and 
the C64, I was able to write letter-quality papers and 
then mimeograph those for the students. The 
students used educational games from the 
magazines, like Sea Route to India (a simulation) and 
Hangman. 

When the Gemco department store declared 
bankruptcy in 1985, the store had a clearance sale of 
everything, including a huge selection of Commodore 
items. I bought my next Commodore computer then, 
a SX-64, for $400 plus tax. I now had a disk drive, 
and that opened up the bigger world of Commodore 
programs on disk. Students were now able to use 
commercial, disk-based programs, like Cave of the 
Word Wizard. 

Good thing that I got the SX-64, because the old C64 
had become flaky. I had replaced the original power 
supply when my best friend had his C64 die due to a 
bad power supply. That bit of prevention wasn't 
enough. The keyboard became unresponsive. 

Some replacement 6526 ClAs and a keyboard 
cleaning couldn't help it. I had to retire it. 

Later in 1985, Commodore 128s and 1571 disk 
drives had dropped in price to $200 each. I went to 
the Montgomery Ward department store, bought the 
128, and reserved a 1571, because those drives had 
sold out. A few weeks later when I came back to pick 
up the delivered 1571, I had to show my driver's 
license just to release the 1571 into my hands; those 
drives were in such demand. 

The 80-column display was a special treat; what I 
saw on the screen was more akin to what was 
printed out. I was on the hunt for Cl 28 programs 
that specifically catered to the machine's abilities. In 
those days, I was not part of a user group, the 
nearest, the Stockton Commodore User Group being 
3 hours away, with meetings held on a weeknight. I 
had to depend on C= magazines and retail stores to 
keep me informed on what was happening with 
Commodore. I'd go to the local bookstore to pick up 
the monthly Loadstar disk magazine; I'd go to Sears, 
Montgomery Ward, Software Etc., or Software & 

Such to select C64 and Cl 28 programs off the 
shelves. I'd go to the gigantic Commodore Business 
Machines-sponsored World of Commodore shows 
that were held in Los Angeles in one year and San 
Francisco the next year. Thousands and thousands 
would go to those shows! I remember in 1986 I 
walked up to the CBM booth and directly asked a 
representative if CBM was going to drop support for 
the Cl 28 in favor of the brand new Amiga computer. 
The rep gave me a look of disdain and denied that 
the Cl 28 support would be cancelled. Of course, 
now we know the truth. 

By early 1986, I was doing class grades with the Info 
magazine-rated spreadsheet program, Vizastar 128. 
In the middle of doing my first grades with Vizastar, 
the Cl 28 system decided to quit working! Grades 
were due in a few days! Not knowing whether it was 
the Cl 28 or the 1571 that had gone bad and not 
having time to repair the system at the local 
Commodore repair shop, I ordered a C128DCRfrom 
Lyco Computer in Nevada. It was over $600! The 
computer came in time, and I was able to finish my 
grades. That computer served me well; from 1986 to 


2003 I used it to calculate the grades. It was only in 
2003, when the school district told me I had to do 
grades on their system, that I stopped doing grades 
on the Cl 28. 

Over all those years, there would always be a 
Commodore in the classroom, first with the C64, then 
the SX-64, and then finally a mix of C64s and Cl 28s. 
During the heyday of my putting C= computers in the 
class, I had up to 4 or 5 systems on the side tables, 
ready for the students to use. By 2003, the district 
was pouring Windows desktop computers into the 
classroom, and the Commodores had to be moved 
aside for those. However, I still have a Cl 28DCR in 
the room. Earlier in 2007, I brought in a PET 2001 
for students to ogle; when I told them that they were 
looking at a 30-year old computer, they all said, 
“Ooooo!” 

CF - The Fresno Commodore User Group - 
http://videocam.net.au/fcuq/ Tell our readers about 
this group. 

RobertB -- Throughout the mid-1980's and the early 
1990's, though the faraway Stockton Commodore 
User Group was hours away, I tried to maintain 
contact with that group. By December 1994, the 
president of that group told me that there was a 
Commodore user group in nearby Fresno. In 
January 1995 I eagerly drove over to Fresno and 
found the Fresno Commodore User Group, meeting 
at the downtown public library. The members warmly 
greeted me, were helpful to the Nth degree, and 
satisfied my need to belong. I immediately became a 
member. Two years later I was elected as president 
of the group, and to my chagrin, I'm still president. In 
all the years that I've been with the group, at various 
times I've served as disk-of-the-month editor and as 
newsletter editor. Nine months into my membership 
with FCUG, I started writing for the club newsletter, 
and I've been writing ever since that time. 

The history of this Fresno Commodore club started 
back in 1981. Our oldest members told me that back 
then there were 2 C= groups, which finally combined 
forces to form FCUG. What an organization it was in 
the early days! Meetings were held at the local adult 
school which had banks and banks of Commodore 
64s to use. Attendance at such meetings was 150- 
200. Meetings were bi-weekly. 

Nowadays FCUG meetings are monthly, held on the 
third Sunday of the month from 11 a.m. to 1 p.m. at 
the Pizza Pit Restaurant. As mentioned above, when 
I joined up, meetings were in the public library. 
However, the library kept reserving the meeting room 
to other groups, though we supposedly had a long¬ 
term lock on the room. After being frustrated several 
times in getting the room, we made arrangements to 
meet at the public meeting room in a shopping mall. 
After several months of using that, we were moved 
into the senior citizens' center of the mall. We 
thought we had a permanent meeting place for sure, 
but after a few years there, we were told that the 
room was to be used for other purposes and such a 
senior citizens center would be moved out... 
somewhere. That answer was not good enough for 
us; it might have been months before a new venue 
would be found. With the help of another FCUG 
member, we discovered the Pizza Pit, the owner 
being happy to host our group (and also make some 
money from our hungry members, I'm sure). 

The Pizza Pit is a good place to meet, though when 
the Daytona 500 or the Indianapolis 500 races are 


Issue 19 May 2008 


page -15 - 







www.commodorefree.com 


broadcast on the big-screen t.v.'s there, the place is 
too crowded and noisy to hold our meetings. We 
then move to a nearby, calmer Mexican restaurant 
and its meeting room. 

Membership in our club has stayed steady at about 
25, but few are now from the Fresno area. The rest 
are spread throughout the United States and 
England. Our treasury has stayed steady, too; in 
other words, we have plenty of money in the 
treasury. Our newsletter, the Interface, is nominally a 
bi-monthly newsletter. In the early 2000's we had 
three different newsletters coming out of the club - 
the Interface from our editor, C= Voyages from me, 
and The Halfling, a more folksy newsletter from 
another member. Yeah, we were writers in those 
days. 

In 2005 Jeri Ellsworth, creator of the CommodoreOne 
and the C64 DTV, contacted me about organizing a 
West Coast Commodore show. I then contacted 
Bruce Thomas of the Commodore Users of 
Edmonton, who had the same idea of such a show, 
too. If it were not for the backing of FCUG and the 
Clark County Commodore Computer Club (of Las 
Vegas), the Commodore Vegas Expo, CommVEx, 
would have never gotten off the ground in 2005 and 
would not have continued to this day. 

When I joined FCUG in 1995, there were several 
clubs throughout California, like the Commodore 
Hayward User Group (CHUG), Fremont-Union City- 
Newark-Hayward User Group (FUNHUG), C= 
West/AWest in San Francisco, the Diablo Valley 
Commodore User Group (DVCUG), A Bakersfield 
Computer User Society (ABACUS), the Valley 
Computer Club in Modesto, the Long Beach 
Commodore User Group, the C64 Preservation 
Society in Red Bluff, CIVIC 64 in Ventura, the 
Sacramento Commodore User Group, and the 
Stockton Commodore User Group. I visited most of 
those clubs. By 2007, FCUG was the only one still in 
existence. Sure, there are two Amiga clubs and at 
least two retrogaming groups left in California, but if 
you want nearly 100% Commodore, you come to 
FCUG. We remain devoted to Commodore. 

CF - How would our reader join FCUG, and what 
would they be entitled to as a user? 

RobertB - Club membership is only $12 a year. 

You'd send us a check/money order to our club 
address at 3487 E. Terrace, Fresno, California 
93703. Alternatively, you can send us the money 
through Paypal (but no credit cards through Pay pal). 

For your membership, you get at least 6 issues of our 
Interface newsletter, access to our disk library of 
2,000 to 3,000 disks, and interesting, late-breaking 
C= news by e-mail. 

CF - Are you a member or promoter of any other 
Commodore groups? 

RobertB - I also belong to The Other Group of 
Amigoids (TOGA), an Amiga club out of the San Jose 
area of California. I'm an honorary member of the 
Fort Collins Commodore Club (FC3) of Fort Collins, 
Colorado and of the Anything Commodore User 
Group (ACUG) of Astoria, Oregon. Also I'm trying to 
start up a new club in Southern California called 
SCCAN - the Southern California 
Commodore/Amiga Network (formerly known as 
CAN). Based in the northern area of Los Angeles, 
we've had monthly meetings since December and 


now those meetings are bi-monthly, the next one 
being in May. 

CF - What makes Commodore special? 

RobertB - A Commodore computer is a friend, and 
for many of us, a long-time friend. It's a way of life - 
a multi-functional device long before the 2008 
machines we have today. On it, we run games, 
compose and play music, write documents, publish 
our newsletters, balance our portfolio, keep our 
records, draw our art, digitize our photos, make our 
animations, and code our programs. It's a fun 
computer... with a different feel when compared to 
the Windows and Mac computers of today. It has its 
quirks, as all computers do, but these quirks are 
familiar, understandable, and comforting. 

CF - Our readers have noticed your photo and name 
appearing everywhere related to Commodore. Can 
you comment? 

RobertB - That is just a misconception. I can't be 
everywhere in regards to Commodore. I just report 
and record the shows and meetings that I attend. I 
just spread Commodore news to users - whether 
through e-mail, at the forums, or in the newsgroups. 

I just try to be helpful, friendly, and interested in all 
things Commodore and Amiga. If that makes me a 
cheerleader for Commodore, then so be it. Of 
course, when I retire from the teaching profession, I'll 
have a lot more time to attend many more 
Commodore and Amiga events and meetings. 

At such events I've met many good people and some 
famous ones, too. Whether they are C= newbies or 
veterans, regular users or industry types, it’s been a 
honor to meet all of them. Speaking of those in the 
industry, it was quite exciting to meet such CBM 
notables as Jack Tramiel, Bil Herd, Dave Haynie, 

Bob Russell, and Dale Luck. 

CF - Tell our reader about your treks to collect and 
redistribute Commodore hardware. 

RobertB -1 usually get e-mails from former users 
who have discovered the FCUG website. They want 
to unload their collection of Commodore and Amiga 
goods, but they don't want to dispose of the goods in 
the landfill. They want to donate those items to our 
club in the hopes that others may productively use 
the Commodore and Amiga goods they once 
enjoyed. 

I've been up and down the state of California and into 
Oregon and Nevada in order to rescue the items; 
that's a lot of gasoline used and many hours on the 
road! Usually, the rescued items are in good to 
excellent condition. Those items are packed into my 
large car; sometimes I must make several trips to the 
same former user just to finish getting everything. 
Then those items are brought to one of four storage 
places - my house, the rental storage facility, my 
parents' house, or the “storage” house. From there, 
they can be distributed to those who need hardware 
and/or software. 

If a FCUG member needs an item, he/she has first 
crack at getting it. If an inquiry comes from someone 
outside the club, I do my best to find that item. (We 
don't have a database of all the goods we have. To 
make up such a database would take months of 
cataloging!) If the item has a good prospect of being 
sold, then it is brought to the few shows where we 
have a vending table. We've had a vending table at 


Issue 19 May 2008 page -16 - 





the Vintage Computer Festival and at the Classic 
Gaming Expo. Perhaps this year we'll have a 
vending table at the Commodore Vegas Expo. The 
only problem - who is going to transport all of that 
stuff all that way to Las Vegas?! 

I think our vending prices are more than fair, maybe 
even outrageously low-just enough to cover the 
cost of the table and put a some dollars into the club 
treasury. Five dollars for a C64 with power supply 
and box (if provided), five dollars for a 1541 disk 
drive, ten dollars for a flat Cl 28 with power supply, 
ten dollars for a 1571 diskdrive, 1701/2 monitor or 
similar - $15, 1902 monitor or similar - $20, 
packaged software - $1, cartridges - $1 to $2, extra 
computer magazines and books - take them away 
for free. Compare those with prices at eBay.com, a 
place I rarely visit these days when I have so much in 
storage already. 

I remember one year at VCF; we barely covered the 
cost of the table, having only a few dollars of profit to 
put in the treasury. It's chancy; one year software 
sells big; another year it's hardware. You never know 
what the public is into. A big thank you to all those 
who have bought items at our table! 

CF - "I ADORE MY 64" What's all this with the 
badges? When we met, you presented me with one. 

I wear it all the time, but the clip is slightly broken and 
sometimes falls off. I really need a new one; are they 
for sale? 

RobertB - Hey, the badge is there to show our 
solidarity in Commodore! I used to sell the replica 
badges for $3 each at shows, but now I just give 
them away. I'll give you another one. 

CF - Videos and pictures of many Commodore 
events are credited to you. Can you tell our readers 
why? 

RobertB - 1 started taking photos and videos of the 
shows in the late 1990's. First and foremost, they 
were a record to which I could refer when I needed 
information. Then I found out that other people 
wanted to see the photos. Not having a personal 
website, I relied on the kindness of others to host the 
photos, especially our club treasurer who has put up 
many of the photos at his website. In the late 90's 
and early 2000's, when anyone wanted a copy of the 
show videos, I would transfer them to VFIS tape, Beta 
tape, and later DVDs for a nominal cost (a dollar or 
two to cover the cost of the tapes, some cents to 
cover the cost of DVDs, and a few dollars more to 
cover postage and to put into the FCUG treasury). I 
think the most we have ever sold was 10 sales at one 
time. Who would have known back in the those early 
days that there would be video-sharing websites on 
the Internet now? (I didn't know back then, and so, 
you can hear my comments and other utterances 
while I was taping. Nowadays, I'm much more 
careful.) 

There are those who want me to put all the videos up 
on the Web now. Flowever, as I have explained 
before to such people, I only have a dial-up 
connection at my house, and at work the school 
district would take a very dim view of me uploading 
hours and hours of video on their work computers. 

For my friends or those who buy the videos, I am not 
loath to them putting up the videos on the Net. In my 
circumstances, I myself just can't do it. 


Just recently, Ian Matthews of Commodore.ca and 
Dave Flaynie (former Amiga engineer who runs his 
own video production company) have been kind 
enough to post some of my videos but not all. They 
ask; I can provide. If they don't ask, then I don't force 
any more videos upon them. 

CF - What Commodore machines do you own and 
use? 

RobertB - Too many! I have my main C128DCR set¬ 
up, several back-up C128DCRs, a couple of SX-64s 
(one highly modded), a few Plus/4s (NTSC and PAL), 
a few VIC-20s, several brown and cream C64s 
(NTSC and PAL), a PET 2001, a PET 4032, a couple 
of PET 8032s, a 64GS, a C128D (plastic, PAL), an 
Argentinian Drean C64C, a calculator or two, many 
different drives including CMD, C64 DTVs (NTSC 
and PAL, unmodded and modded), Flummer DTVs, 
CommodoreOne, Amiga 1000s, 500s, 2000s, an 
A3000, an A4000, and an AmigaOne. 

CF - Do you own any other "non" Commodore 
machines ? 

RobertB - 1 own various classic game consoles - two 
Intellivision Ms, a Colecovision, a Nintendo 
Entertainment System (8-bit) , and the one which I 
constantly feed with homebrew games, the Vectrex. 

I also have a 1978 Star Trek pinball arcade machine 
and am looking for a Star Trek: Strategic Operations 
Simulator electronic arcade machine and the 1991 
Star Trek 25th anniversary pinball machine. In the 
collection, there's also a Texas Instruments TI-99 for 
which I have the Star Trek: SOS cart (it talks!) and an 
Apple IIGS computer. 

The IIGS has had an interesting history. Other than 
myself who has kept 8-bit computers in the 
classroom, one of the veteran science teachers at my 
school kept Apple M's in the his room, long past the 
time when other rooms and labs had switched to 
Windows computers. Fie used Apple lie's, a lie, and 
a GS. Flowever, by last June, he had dumped all the 
Apples onto the sidewalk; he was replacing them with 
slightly newer Mac LC's and Power Macintoshes 
(formerly used by the school, too). The school 
janitors hauled away the remains of the Apples, but I 
was able to rescue the GS, due in no small part to 
what Jeri Ellsworth said to me, i.e., that a GS is a 
great computer. When I got to show her the GS haul, 
she was amazed that it even included an accelerator 
card. She said that all I have to do is find a hard 
drive for it. 

As you can see, in terms of 8-bit computer longevity 
in the class, the Commodore and I have even won 
out over the Apple II and the science teacher. 

CF - Tell us about Star Trek. What is the link with 
Commodore? 

RobertB - Star Trek has had a long history with 
Commodore. Before Commodore was in the 
computer biz, Star Trek games were played on 
mainframe computers in universities. Back in the 
mid-1970's, fellow students invited me to go to the 
computer center at the University of California in 
Davis and get onto the terminal of the mainframe in 
order to play Star Trek. Too bad I never had the time 
because of my English studies! 

Then when the Commodore PET came out, William 
Shatner, Captain Kirk of Star Trek fame, started 
advertising for it. I didn't know it at the time. When 





www.commodorefree.com 


the Commodore VIC-20 came out in the early 1980's, 
I may or may not have seen the television 
commercial starring the good captain. He also did 
print advertisements for the VIC-20. 

With the release of the C64, there were several Star 
Trek games developed, many looking like or 
improving upon the old mainframe ST games. I 
thought that it was a marvel that the VIC-20 and the 
C64 had the Star Trek: Space Operations Simulator. 
Based on the arcade game of the same name, these 
8-bit versions had the same, revolutionary, 3- 
windowed screen of the arcade version, minus the 
vector graphics and certain sounds. 

Star Trek games continued being developed, e.g., 
there was Star Trek: 25th Anniversary for the Amiga 
1200/4000. 

These days I still enjoy the Commodore/Star Trek 
connection. As a member of Shatner & Friends, 
International, we get to meet with William Shatner 
once a year, have lunch and/or dinner with him, and 
follow him in his activities, like attending a filming of 
his t.v. show, Boston Legal, or going to the 
Hollywood Charity Horse Show and banquet which 
he hosts. And every year I've brought a Commodore 
item for Bill to autograph - first a 1581, then a VIC- 
20, the next year a Commodore telephone, another 
year C64 DTVs, last year a Star Trek: SOS cart and 
a Star Trek: 25th Anniversary package. This year I 
was thinking of bringing him a PET 2001 keyboard 
(but not the entire case!) and a SX-64. 

Then there is the long-planned Star Trek game that I 
want to create on the Commodore or on the Amiga. 
Being no programmer, I would do such a game with 
the Shoot 'Em Construction Kit. Yes, get it made the 
down-and-dirty way! I've already planned a 
storyboard for it; now where did I put it? 

CF - Would you like to comment on what you think 
went wrong with Commodore? If Commodore did 
make a comeback, what should they make and sell 
and why? 

RobertB - I don't like to speculate on what 
happened to Commodore Business Machines nor on 
what would have been if CBM were to have gone a 
certain way. I find it fruitless to be involved in such 
sort of imaginings... kind of like political discussions... 
nothing is ever decided, but the argument continues 
ad infinitum. I was never a part of the internal 
workings of CBM and thus cannot truly say what 
went wrong. All I can say is that parent company 
support for Commodore and Amiga computers was 
never really there and that third party companies and 
the users were the people who kept the C= dream 
alive. 

As for a return of CBM, that would be more 
speculation but one on which I will comment briefly. 

In order to stay profitable, such a returning company 
would need products that would sell well and sell 
consistently. Would those products support our 
legacy computers or even be new versions of our 
legacy computers? It would be nice to think so, but 
as products that sell well and consistently, no. The 
company would have to have a product or products 
that would be the core business, and hopefully, the 
company would have the money to then produce 
legacy products that satisfy us legacy users. Such a 
company would have to have deep pockets to afford 
such market risks. At the end of its product lifespan, 
the C64 had less than $5 of parts and was selling at 


$90 retail. Jeri Ellsworth has mentioned that the C64 
DTV had less than $8 or $9 of parts and was selling 
for $30 retail, with 600, 000 produced and 100,000 of 
the Hummer DTVs produced. If you do the math, 
you are talking of large amounts of money and big 
production runs. Would such a company expose 
itself to satisfy legacy users? That is the question. 

Let's take it a different way. Mammoth Toys 
produced the C64 DTV and the Hummer DTV. When 
she worked for Mammoth, Jeri proposed a $40-45 
laptop computer, ostensibly marketed to children, 
based on the DTV ASIC chip. Think of it... a new 
C64-compatible computer! Mammoth turned down 
her proposal. 

CF - Commodore Gaming. Would you like to 
comment on this venture? 

RobertB - When I've tried to contact them after the 
Commodore Gaming Party of July 2007, they've 
either been extremely slow to respond or haven't 
responded at all. Though the company does not 
really support our legacy computers, I have nothing 
against them, and I wish them the best in their 
ventures. At least they have a C64 emulator and a 
selection of games in their Windows gaming 
computers. 

CF - Many items of Commodore hardware are now 
failing for users (due to the age). What would you do 
if all your machines and hardware suddenly stopped 
working. 

RobertB - Ha, that would take a long time, because 
I have plenty of C= systems in storage. Also with 
repair craftsmen as Ray Carlsen and Charles 
Gutman, any repair needs are satisfied. As for 
Amiga computers, that is more difficult - fewer 
systems in storage but thankfully there is a 
repairperson in the TOGA club. 

CF - Commodore is available in an emulated format 
on various systems. Would you like to comment on 
emulation? 

RobertB - I've seen a few emulators running on 
Windows, Mac, and Amiga computers. They are 
interesting, but they are not for me. I prefer to use 
the real thing. However, there are those who are big 
into emulators, and if it fits their needs, then more 
power to them. 

CF - Have you any projects in the works or 
meetings/conventions you will be shortly attending? 
Would you like to promote any meetings/conventions 
users can attend? 

RobertB - Naturally, there are the monthly FCUG 
meetings that I have to attend. In addition, I try to get 
to the TOGA meetings, though those are about 3 
hours away. Then there are the bi-monthly SCCAN 
meetings, and those are less than 3 hours away. 

I have a slew of events that I've attended or will 
attend this year - just one in the Midwest United 
States this year, because all monies are being 
devoted to Europe and the events over there. First 
up was the small MossyCon 4 in Astoria, Oregon on 
March 16. Then there was the BlockParty 2008 in 
Cleveland, Ohio on April 4-6. I'm going to try to make 
it to the June 13 South Essex Amiga Link meeting in 
Wickford, England. Then I will be at the Netherlands 
Commodore Show in Maarssen on June 21 (I've 
been asked to give a presentation.). There is a 


Issue 19 May 2008 page -18 - 





www.commodorefree.com 


tentative Commodore Scene meeting in Bradford, 
England, but the June or July date for that has not 
been finalized. Then I'll be at the Monastery Party 
2008 in Opava, the Czech Republic on June 28-29. 
After that is the Diengestraff Commodore meeting in 
Bochum, Germany on July 1. A few days later I'll be 
at the Amigaclub meeting in Antwerp, Belgium on 
July 5. On July 27-28 there is the Commodore 
Vegas Expo which is hosted by our club and the 
Clark County Commodore Computer Club of Las 
Vegas, Nevada. In October I'll be at the AmiWest 
Show in Sacramento, California. The final show of 
2008 for me will be the Vintage Computer Festival 
11.0 the first weekend of November in Mountain 
View, California. 

CF - Some Commodore users are very passionate to 
the point they almost reject other users who don't 
know as much. Can you comment? 

RobertB - 1 suppose you are speaking of the “elite” 
or the elite wannabes. They are totally opposite of 
what I try to promote; they want to exclude people; I 
want to include people. As Commodore chairman 
Jack Tramiel said, “Computers for the masses, not 
the classes”. The elite take it upon themselves to set 
up a class of people who are above everybody else. 

CF - Why would users reject others with less 
knowledge? Shouldn't we all stick together in the 
common cause? 

RobertB - In the elite mentality, such people think of 
themselves as being too good, at a higher plane than 
all others. Haven't done a demo? Then you are not 
elite. Haven't programmed? Then you are not elite. 
Haven't cracked a game? Then you are not elite. 

Then there are the cyber-bullies. Unfortunately, the 
Commodore community has them, too. Whereas, 
the elite tend to ignore those who don't meet their 
standards, these cyber-bullies like to socialize and 
get their jollies by fear, intimidation, threats, and 
insults. The unmoderated C= newsgroups have 
them; the C= chat rooms have them. The cyber¬ 
bullies reject others, because they want to feel 
superior, to feel in control. These cyber-bullies love 
to corner a victim, and they are most obsessive in 
causing emotional pain to their victim. They revel in 
wreaking havoc; they are quite proud of their dubious 
accomplishments. Sorry to say but these people 
have severe behavioral problems. Best thing to do is 
to ignore them but document everything they say. 
Maybe one day, there will be laws to curtail the worst 
of their behavior. 

CF - People now see $$$$ with anything 
Commodore related. I have been asked to remove 
game pictures because of copyright infringements. 
Would you like to comment on this? 

RobertB - Well, I think that is just silly. If we are 
talking about classic game photos and screen 
captures, I do not see the harm in these showing off. 
My question is how do other magazines get past this 
copyright quagmire, e.g., what does RetroGamer 
magazine do? RetroGamer is full of photos and 
screen caps of classic games. 

CF - How do you rate Commodore Free magazine? 

RobertB - Commodore Free is good and getting 
better! The variety of articles is nice to have. Some 
detailed proofreading is needed. Run those articles 
through a spellchecker or have a real person (an 
English teacher?) find the typos. 


CF - I know you are a friend of Allan from 
www.commodorescene.org.uk Allan had to close 
the magazine due to lack of subscribers. Personally, 

I miss the magazine, and it's why I started 
Commodore Free. 

RobertB - Thank you for publishing Commodore 
Free. An English language C= magazine is 
necessary, because the German language 
magazines just aren't enough. 

CF - Allan owes users a large amount of money - 
taken from users in order to buy CMD products from 
Maurice Randall. Now 3 years later, these readers 
are demanding a refund due to the time it's taken. 
Maurice seems to have gone quiet and refused to 
answer Allan's emails for a refund. So, Allan has had 
to refund from his own pocket. 

RobertB - I was truly sad when I found out that 
information. Not only did Allan close out Commodore 
Scene because of the subscriber situation but also 
because of the customer refunds he has had to make 
due to Maurice not sending him any CMD products. I 
commend Allan on his diligence in making good on 
his customer refunds, especially since he has a wife 
and children to support. 

CF - Do you think someone, like Jens Schoenfeld, 
should offer to bail out CMD www.cmdrkey.com ? 

RobertB - As I have mentioned to others in our club, 
Creative Micro Designs does not need bailing out. 
Maurice has manufacturing and distribution rights to 
CMD hardware and software, but CMD still owns the 
copyrights/patents. When Maurice took over the 
above rights, he mentioned at a convention that he 
had to pay a hefty monthly fee to CMD for those 
continuing rights. When Maurice bought those rights 
and the C= inventory of CMD, the price was $17,000. 
Whoever wants to take over those rights would not 
only have to negotiate with Maurice but also with 
CMD. 

CF - Maurice seems to be a great guy, keen to help 
everyone, and I think he has bitten of more than he 
can chew. Would you comment? 

RobertB -- When I've met him at conventions, he 
was always affable, and in past years he was helpful 
on the C= mailing lists, forums, and newsgroups. He 
hasn't made a public appearance since the Louisville 
Spring Expo of 2005. I do not know the exact story 
on why Maurice is not distributing CMD products, and 
I don't like speculating on this situation. 

CF - Would you like to comment on the C=One 
machine and on the DTV? 

RobertB - Oh, each one of those would be a 
massive story! I'll limit my response to the current 
state of each system. The CommodoreOne started 
life as a brilliant idea; however, its execution was 
damaged by greed and short-sightedness. In order 
to save a few Euros per board and thus increase 
profits, the board was cost-reduced to being 
handicapped. What was eventually produced was 
not what Jeri Ellsworth envisioned. It is now a board 
short on FPGA space, a board patched with soldered 
wires to make it work, a board that cannot contain the 
super Cl core that Jeri planned. In a surprising 
statement about what the Cl had become, Jeri said 
to me, “The CommodoreOne is crap.” 


Issue 19 May 2008 page -19 - 





www.commodorefree.com 


Finally, in 2006, Jens Schoenfeld tacitly admitted that 
the Cl was in need of a FPGA overhaul so that 
development could continue on the super Cl core 
and other cores. Fie would produce a FPGA 
“extender” board, and it would be sold for 99 Euros. 
However, late in 2007, thinking that such an extender 
board wouldn't sell, Jens pulled back on the idea of 
producing such a cure for the Cl. Thus, we are back 
to square one, back to the year 2002 in which the Cl 
has been stuck. 

The C64 D7V 30-games-in-one joystick also started 
life with much promise; its eventual execution was 
damaged by greed and short-sightedness, too. 
Though ostensibly a toy, Jeri Ellsworth had slyly 
convinced the producers that including many 
Commodore features would not cost them another 
cent. To those in the know, the C64 DTV could be 
converted back to a computer with enhanced 
features. It sold well. However, the partner company 
that paid Jeri for the DTV wanted more. They 
refused to pay Jeri her royalty per DTV joystick, citing 
that the DTV was losing money! Though it was 
supposedly losing money, they still wanted Jeri to 
continue work on the DTV ASIC chip so they could 
make a new run of DTVs, possibly with 100 games in 
the joystick. Without being paid her royalties from 
the first production runs of the C64 DTV and the 
Hummer DTV game console, Jeri refused to work on 
any more modifications and sued the partner 
company. The lawsuit dragged on for months, with 
Jeri spending quite a bit of money out of her pocket 
in order to pay her lawyers to pursue the case. In the 
end, the partner company conveniently 
“disappeared”; there was no company left for Jeri to 
sue. Jeri did not receive her royalties; the C64 DTV 
never would have another production run. 

CF - Do you think Jeri Ellsworth's creation of the DTV 
and work on the C=1 computer has raised 
awareness of the Commodore brand again? 

RobertB - It has made certain people aware of the 
Commodore again. With only over 100 Cl boards 
sold, the public impact was miniscule. With over 
700,000 C64 DTVs and Hummer DTVs sold, the 
general public's consciousness of the Commodore 
brand shot to the forefront for a short whi le. When 
the C64 DTV started selling on November 26, 2004 
at midnight Eastern Time on the QVC shopping t.v. 
network, QVC received call after call live on-air from 
people around the U.S.A. who said they remembered 
the original C64 and wanted to have that same 
gaming experience with the DTV. The network did a 
stellar job at promoting it, advertising it, and selling it 
quickly. 

These days with no new production runs of the DTV, 
with no presence on the store shelves, the general 
public has forgotten about it. Time after time at 
shows where we have a club table and where we 
display Commodore items including the DTV, people 
would come up to me and ask if they could buy the 
display DTV or ask where they can buy such an item. 
Now I have to tell them that the most common place 
is eBay.com. 

CF - And with this new awareness do you think 
people who once owned/loved Commodore 
machines are "coming back" as it were to the C= 
community? 

RobertB - This brief surge in awareness brought 
about by the DTV has brought the hardware hackers 
into the fray. The DTV board has been used to 
replace C64 original motherboards, has been housed 


in miniature game consoles, and has even been 
turned into a handheld computer with its own LCD 
screen. The ingenuity of such hardware hackers is 
quite amazing when you see some of the products 
they develop just based on the DTV board. With the 
hardware hacking has come the software hacking of 
the DTV; various utilities, modded games, and even 
demos are available for it.Yet, this flurry of DTV 
hardware and software hacking has quieted down 
now that the DTV is no longer readily available. 

CF - If you had 1 million pounds, what would you do? 

RobertB - That would be 2 million dollars or so, 
based on today's exchange rates! Well, if I had such 
a large amount of money, I would pay off my credit 
card debts, invest some of the money, spread some 
of the money to the family, donate to charities, pick 
up a few high-priced Star Trek souvenirs, get some 
more storage for Commodore and Amiga stuff, and 
fund some Commodore projects. In the past, I've 
funded some C= companies and projects, and with 
that much money, I could fund more. For example, 
long ago Jeri Ellsworth mentioned a CommodoreTwo 
project, a new board that would be free of the faults 
of the Commodore One, a board that would be 
manufactured here in America, because she found 
out it would be more economical to do it here. The 
Commodore Two would be built the way Jeri meant 
the original C-One to be - no shortcuts, no cost- 
reduced components but the best components in 
order for Jeri to work her C= magic on it. She would 
be given free reign to design it and not a limited 
voice. She would have the time, the resources, and 
the money to accomplish her goal. 

CF - Is there any question you would have liked to 
have been asked and why? 

RobertB - The general state of Commodore 
programming and user groups here in the states. 
Why? Because I see a slow but steady decline in 
activity. When I review my articles from the late 
1990's and the early 2000's, there was so much more 
C= energy to report. Over the years, Maurice 
Randall and Todd Elliott, the best GEOS/Wheels 
programmers, have disappeared. Jim Butterfield, 
fabled C= programmer, died in 2007. No new 
development on WiNGs, the C64 multi-tasking 
operating system requiring a SuperCPU. Loadstar 
disk magazine is published irregularly, and it will only 
have a limited run until its final issue at #255 or #256. 
Genie, Delphi, and CompuServe, and their dedicated 
C= areas are gone. Few new demos from the NTSC 
groups, though individual demosceners go on. 

As reported above, where there used to be several 
C= clubs in California; we are now down to one with 
another one trying to get off the ground. Where there 
used to be several in Oregon, they are now down to 
one. The same in Washington state. One in 
Nevada. One in Colorado. None in Arizona. The 
clubs that still survive do so due to the determination 
of a few. If it weren't for ACUG chancellor, Dave 
Mohr, that Astoria, Oregon club would fold. If it 
weren't for 5C's president, Al Jackson, that Las 
Vegas, Nevada club would have a hard time staying 
together. Several times, our treasurer has told me 
that if I weren't president of FCUG, our club would 
have closed some time ago. With older members 
passing away or moving away, all the clubs are 
having or will have a more difficult time staying 
together. 

CF - Robert, thanks for your time and commitment. 


Issue 19 May 2008 page - 20 - 





www.commodorefree.com 



http://www.redesign.sk/tnd64/music scene.html 


Created by Richard Bayliss 

with Special thanks to Rio / Rattenrudel 

Commodore Free would like to thank Richard Bayliss 
for his permission to reprint this guide Many users 
would like to make more of there machines, we all 
have various talents and if you felt inspired to create 
music on a Commodore 64 where would you begin, 
in this guide you are lead through the various 
options, for creating music with versions of DMC 
music editor 
Commodore Free 

The Guide has been broken down in sections the first 
part will cover as highlighted the disk image that 
accompanies this series is available from here 
www.redesiqn.sk/tnd64/DMC%20Music%20Editors% 

5BTND%5D.zip 

the disk contains 

DMC V2.1 (GRAFFITY), DMC V4.0 (GRAFFITY) + 
Docs (By Richard), DMC V5.0, DMC V5.0+ 
(CREAMD/C64.SK), DMC V5 PACKER, DMC V5.0 
SCANNER and DMC V7.0 (GRAFFITY+UNREAL) 

1 Introduction 1.1 Preface 1.2 DMC Versions 

2 Getting Started with DMC 4 or 7 2.1 Main Menu 

2.2 Sound Editor 2.2.1 ADSR 

1 Introduction 

1.1 Preface 

1.2 DMC Versions 

2 Getting Started with DMC 4 or 7 

2.1 Main Menu 

2.2 Sound Editor 

2.2.1 ADSR 

2.2.2 Wavetable 

2.2.3 Pulse/PWM 

2.2.4 Filter 

2.2.5 Vibrato 

2.2.6 FX 

2.3 Filter Editor 

2.3.1 Parameters 

2.3.2 Filter Envelope 

2.4 Track Editor 

2.4.1 Channels 

2.4.2 Options 

2.4.3 Commands 

2.5 Sector Editor 

2.5.1 Options 

2.5.2 Commands 

2.5.3 Time Control 

2.5.4 Global Filter and Pulse 

2.6 Quick Recaps and Examples 

2.7 Packer 

2.8 Relocator 

3 Getting Started with DMC 5 

3.1 Introduction 

3.2 The Sound Editor 

3.3 Making your Drumkit 


3.4 Making your first piece of music 

3.5 The Other Bitz! 

3.6 Packing your Music 

1 Introduction 
1.1 Preface 
Richard's Preamble: 

Welcome to the 'Music Scene' tutorials. All the 
resources are my and rio's work - previous versions 
are appeared in Commodore Scene. We start from 
the BASICS to the advanced music composing using 
my favourite music composer, which is Graffitys' 
Demo Music Creator V4.0. 

Rio's Preamble: 

Regarding to Richard's welcome, i want say hello too. 
Inspired by Richard's DMC tutorial and my own 
experience using that editor, i was motivated enough 
to update and to overwork the article completly (with 
detailed chapters and some artwork too). I added a 
table of content and as well as further infos and 
knowledge about using SID and DMC 4 and 7 (that's 
my fav editor). Some chapters are united by richard's 
and my work, so that people, who want to start 
composing in these days have a compact 
documentation about one of the best editors for 
Commodore 64. 

Why we do this? 

Because we have fun making music on a C64, 
sharing some knowledge about Editors which are use 
the unique SID synthesizer for composing tunes. 

What you need for using DMC? 

You can start with a real Commodore 64 with 6581 or 
8580 SID in it (you will need some storing hardware 
too, like floppies etc.) or an emulator like VICE or 
something else, which can manage disk commands 
and sid emulation etc. Notice that there is a 
difference between the SID types. More details will 
be given in the chapters below. Notice as well, if you 
use an emulator, there will be another key 
assignment. Please read about the emulations 
software for yourself. The whole tutorial will be 
referenced to original C64 keyboard assignment. 

Further you should know something about bits and 
bytes. A understanding for hexadecimal number 
system will be necessary. But for those, who don't 
know: It's a number system with a cardinal number of 
16 (0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F). So every 
parameter or counter have to write down as a 
hexadecimal number. Parameter or command in this 
documentation will be described with variables, like: 

SND.xx 

or 

FX: xy 

If there are two x variables - a 8 Bit parameter will be 
expected. If i talk about x and y variable, then two 4 
Bits (nibbles) parameter will be expected. In some 
cases x and y represent a state of a flag for each 
parameter (e.g. FX, Waveforms). Then every bit of a 


Issue 19 May 2008 


page - 21 - 










www.commodorefree.com 


byte (8 Bits) can be set for a specific state. For 
example, if we want to change Bit 0 (it's first 
position), we write a 01 as hexadecimal number. If 
we want to change Bit 1 and Bit 2 we write down a 
06, because 0110 (bin) is representing a 6 in 
hexadecimal system. If you have some special 
comments or annotations, we are pleased if you add 
your queries in TND forum. 

1.2 DMC Versions 

The predecessor of DMC is the GMC - Game Music 
Creator, written by Brian of Graffity. You will find 
some similar elements in that editor too, but the 
following DMC versions are more improved. The way 
of DMC development (2,4,5,6,7) was accompanied 
by several groups and is at least mainly split in two 
programs: DMC 4 and 5. Some groups have done 
modifications in both DMC version, so you will find a 
mass of different releases. Most of them should 
never be spreaded. DMC 7 (by unreal) was using the 
code of DMC 4 and it's fitted out with some special 
functions. So the first tutorial part is for up for both 
versions. 


2 Getting Started with DMC 4 or 7 

So many people in the C64 scene uses DMC 4 and 
we are two of them. Well, if you were expecting the 
old Music Scene by Andrew, think again. This is 
because Richard has decided to take over 'Music 
Scene' and now i (rio) have updated the whole 
tutorial (Richard hopes Andrew didn't mind). 

We have decided to teach you all howto turn 
yourselves into cool C64 music composers. For 
those of you who are interested in learning to use 
DMC 4, we'll be teaching you howto compose, using 
sid fx's and dmc commands. You will gain a small 
amount of knowledge about synthesizers and of 
course using Commodore 64 SID chip for your own 
style of music. Anyway, let's forget all this nitty gritty 
and get on with some serious experimenting. The 
DMC 4 and 7 player has various options and editors, 
which can help you create your own demo songs by 
using the 3 Channels of SID. You can even use up to 
8 different tunes in one file, by using tune switching. 
Furthermore DMC 4/7 allows you to monitor playing 
notes in 'LIVE PLAY SYNTHESIZER' Mode (listen to 
notes, by touching keys) and to record sequences’ in 
a time-dependent'RECORD MODE'. Direct 
Monitoring (VOICE ON/OFF) allows you to listen to 
everything you tap in. DMC 7 is fitted up with a trace 
play mode. 



If you start the editor, it will look something like this: 

2.1 Main Menu 

The DMC has various menu options involved. There 
are sound and filter editors, a music setup, a disk 
menu (or I/O menu) and different player setups. By 
pushing <— (DMC 4) or CTRL (DMC 7) you will get 


into the main menu. Use the CRSR keys to highlight 
an option, use RETURN to choose one. 

The Sound Editor is for creating your instrument set. 
The filter editor is for editing filters, which can be 
assigned to a special instrument from Sound Editor. 

In music setup (tune setup) the global speed and 
global volume can be defined. Activating the disk 
menu or I/O menu will switch into file operating 
menu, where you can load and store your tunes or 
use some Commodore DOS commands. In most 
DMC versions are different player routines 
integrated. You are able to choose a player (e.g. A or 
B). Some are better in quality, others have a better 
raster timing. 



2.2 Sound Editor 

First of all, you need to build the instruments yourself. 
Highlight the 'Sound Editor' option in main menu. 

Okay, now take a look at the image below. It shows 
you what the Sound Editor looks like. If we go the 
first time in the Sound Editor the first instrument will 
be choosen automatically. Watch out after SND: xx 
parameter at the right-upper corner, xx shows the 
current selected instrument number. Up to 23 
instruments are possible (16h), which we can select 
with + / - keys. You are also be able to copy and 
paste instruments by pushing: f Arrow (Copy - part of 
the screen flicker in green) and @ (Paste - part of the 
screen flicker in red). The TRO: Ox value below, 
represents the transpose of a playing test note (C-x) 
by pushing space. The tone transpose can be 
selected with SHIFT_R and + / -. As you can see, the 
sound data are full of zeroes, therefore there is no 
sound. Press space to test the sounds, you cannot 
hear the sounds at all, due to no data. 



If you want to change a parameter, you can 
select it by using CRSR keys Left and Right. 
To set up a parameter, simple press a key 
(0..F). Possible properties for an instrument in 
the Sound Editor are as follows 
ADSR: OOEA 

TO BE CONTINUED NEXT MONTH... 


Issue 19 May 2008 


page - 22 























































































www.commodorefree.com 


In the Beginning Part 4 

By Lord Ronin from Q-Link 



Had some fun with the keys, and played 
some with the colours. A good part of that is 
from the manual. Just presented a bit 
differently <weirdly>than the manual. Most 
Basic books that I have seen do about the 
same income form. Now lets go into some of 
the features from the manual. 


thing is that there is 
more power in the 64 
than in that machine and 
the 64 is faster. OK it is 
one hell of a lot friendlier 
and fun to use. 


What I want you to do 
now is do a little screen 
typing in the start of 
programming. Don't 
freak out. I'm telling you 
in advance that this is a 
sort of programming. 
Book doesn't do that, it 
sneaks it upon you. Oh 
right I forgot to say 
earlier. Why yes, you 
can programme, code, or 
just plain write your own 
programmes for 
whatever you want on 
the C=64. Books and 
magazines that came out 
where full of these, and it is how many people 
learned to programme. Who today are in 
computer fields on other platforms. Good 
news for you is that I am not at that or even 
near any aspect of that level of programming. 

I am just a user and lamer programmer. 


This first stuff is going to sound and seem 
lame. At least to today's readers. Remember 
the time that this was written and for the 
people at that time. We are going to start with 
one of the most commonly used terms in 
Basic, PRINT. Correct that is the term and for 
this moment in time. Consider that is exactly 
what it does. As I understand it is a bit of a 
hang over from the early days of Basic back in 
the 60s. Where when you said PRINT. That is 
what happened. The stuff 
printed out on paper. 

May sound weird to you. But 
there weren't really anything 
that looked like a monitor in 
those days. Well what we 
today would consider a 
monitor. My class in the 
computer language FORTRAN 
in 1974ce, in college. Well it 
was done on punch cards that 
was fed into some monster of 
a hopper. Big reels of 
magnetic tape spun and a 
gigantic printer would print out 
the result on fan fold paper. 

Oh yeah and the room that all 
of this was in, well it was as 
sterile and clean as possible. 

Being a slob, it really irked me 
to be in that room. Funny 


OK here is what to do. Type on the screen as 
follows. 

PRINT"SMEG HEAD" Well you can type 
anything you want. Just make sure you have 
the word PRINT and what you want in the 
quotations. Now press RETURN. Using my 
example you should see on the screen. 

PRINT"SMEG HEAD"SMEG HEAD 




***** COMMODORE G4 BASIC U2 **** 

G4K RAM SVSTEM 38311 BASIC BYTES FREE 
READY. 

PRINT 11 S MEG HE AD"SMEGHE AD 
SMEG HEAD 0 

READY. 


Issue 19 May 2008 


page - 23 - 
















www.commodorefree.com 


READY<cursor sitting here> 


If you see the scary words of 7SYNTAX 
ERROR. Check to see if you have the quotes 
correctly. Also see if there is anything else on 
that line. Like other text or graphics. 

Computers deal with math. At least we don't 
have to worry about that mess of binary and 
other forms of math. But now you get to turn 
the C=into a big calculator. I'll tell out his 
point, that I had a LED digital watch that did 
most of the same math functions. But this 
point will show you the math part that you can 
use, straight or in programming. Type the 
following. 

PRINT 15 + 15 <press return> 

You should see a 30 right under the PR in the 
word print. At this point you can try more 
numbers. Big ones, little one and several of 
them at once, rather than just two. Just press 
return at the end of the list of numbers. As 
you can guess by now you can also do 
subtraction. Same as above but with the - 
symbol. Yeah you can do multiplication. This 
uses the * symbol. Division uses the/ symbol. 
Examples follow <G> 

PRINT 15 + 15 + 35 + 16.89+.11 

PRINT 300-150 

PRINT 25*4 

PRINT 10/5 

Basic 4 parts of math. But the crippled 
handed old man is also lazy. Meaning that 
typing PRINT each time is a bore. Good news, 
there is a short cut. Just type ?. 

715 + 15 

is the same as 

PRINT15+15 

Now a word on what you have seen. Most 
programmers do it the way that I have placed 
above. Book shows it as follows PRINT 15 + 

15. Each of those spaces do take up memory 
space in the computer. You can type about 
80characters in a programme line. No spaces 
keep it so you can have more characters in 
the programming line. This will make more 
sense later on. 

A thing that you may not ever need in your 
entire use with the C=, comes next. 
EXPONENTIATION, this is the ability to raise a 
number by a power. Ok more simply stated, 
you can square or cube a number. Try this 
one... 

?2~2 <two to the second power or two 
squared> Press return. Now go ahead and try 
other number like 727^34. OK that is a bit of 


fun, and I have not ever really needed it in my 
work. But it is a feature of the C=64. 

However the next part I have used a lot. 

Since I have that useless degree in 
electronics. This is Scientific Notation. On the 
C= it is read this way, 1.76E+9. Basically this 
means that there is a total of 9 places to the 
right of the decimal point. A way of writing 
very large numbers in a small space. 1.76E-9 
would be, right negative numbers. You may or 
may not need this for your work. All the math 
operations will work with this form. 

Manual does go into the idea of precedence. 
Or the order in which math functions' are done 
in formulas. I'll take it that you read this sort 
of stuff before, or can access it in some way. 
So we can bypass it for now.Here is something 
from the book that is interesting. Combining 
some of the things that we have covered. 

Type in 

?"5+5 = ";5+5press return and you should 
see... 

5 + 5 = 10 

And now lets stop for a bit. Take a look at 
where we are now at in the C=64. Because at 
this point we are at the divergence. 

Fancy words to mean that we are going to 
move in more than one direction in this series. 
Because the book goes one way and you may 
not want to go that way. To make myself 
clearer, the book goes into the rank 
beginnings of programming. Great for those of 
you that want to learn some level of Basic v2 
programming. However, not everyone is 
interested in learning to programme. Some 
people like a little understanding of 
programming. 

Perhaps to appreciate the work done to create 
the programme. Others, sure want to learn 
everything about programming and start right 
off. But there is a large group even today that 
just want to play with the C=64. Using 
"canned" programmes for their interests. For 
those readers, I am stopping the bookwork 
and going into a bit of drivel about the C=64 
programmes. Then I shall return to the 
manual little programming items. 

What do you want from the C=64? By that I 
mean what you are going to do with it? Oh, 
balance the cheque book, keep a journal of 
important things, print out a calendar, learn 
algebra, teach the little ones shapes and 
colours and, well that goes on and on. 
Naturally you want to play some sort of game 
as well. Funny I have met only few people that 
admit they have a computer to use for 
different things, including game play. 

Games are one of the most numerous 
programmes for the C=64. Factory ,type in, 
homebrew and the like. These range from 
simple little guess the number game <we will 
do that one from the manual> into 15+ disk 


Issue 19 May 2008 page - 24 - 





www.commodorefree.com 


side adventures, with graphics and sound. 

Now I am not going to say what are the best 
games. My opinion is mine and will most likely 
not reflect our interests exactly. I like Role 
Playing Games. Semi-enjoy strategy games, 
get bored with card games, and loath text 
adventures. Yet I know people that have the 
reverse feelings. 

What I intend to present here is some 
comments about the games for the C=64. 
Because from my experience over the years, 
people have wrong ideas about the C=64 
games. So lets jump in and get to it. 

Most of the classifications of games that you 
enjoy on consoles and computers, well they 
were devised, developed and labelled on the 
C=64.Many of them were also ported over to 
other platforms. Examples would be Pool of 
Radiance and Wasteland. The latter was made 
for the IBM system and is on a CD of games 
for it today. There is a yahoo group list for it 
that deals with the different platforms for that 
game. On the 64 it is just one double sided 
disk of play. Don't think that you will finish it 
in a day. Try weeks of playtime. There is just 
so much to tryout in that game. Pool, was 
ported to the Amiga PC platform. Heard of but 
not seen copies for the IBM system. That is 
the game that took me three weeks of 6 hours 
a day, 6 days a week to complete. 

Sid Meir's Pirates, also just called Pirates, is 
another one that comes to mind. Commodore 
to a game console to as I understand not only 
an newer game console but a non C= 
computer platform. Or at least that is the 
impression I gained from a friends computer 
game magazine. 

Japanese game of Go is out there for the C=. 
As are several types of chess games. One of 
those even allows for different boards <1 like 
the 3D one>and set up placement. Not a big 
Chess player, OK, a lamer level chess player. I 
think that the part about setting pieces is like 
for those chess books, and moves that are in 
the newspapers of my youth. 

Card games explode with the C=64.0ne of 
the first things I did from a type in book was a 
simple card game. No graphic, only text. A 
21,blackjack game. All the way into specific 
graphics created images on the face cards. In 
between are the simple ones just using the C= 
graphics off of the keyboard for the cards. 
Can't tell you the games. There are so many, I 
mean a couple people used to make a few 
card games each month for the disk magazine 
loadstar <back issues are available from 
loadstar>and this was done for several years. 
Besides I am a dum ork and don't know that 
many card games by name and or rules. 

Board games, besides the above chess and go 
are out there, or even in your collection. 
Monopoly, official Parker Brothers one, and 
those that are not exactly official. I like the 
one that is London and the money is in BritCit 
pounds. Clue is another game. Have to admit 


that the game, on the disk, and I mean the 
official game. Well it is a bit different than the 
board game I played in the 60s. More rooms 
and characters as I remember. Of course 
there is an almost infinite list of these games. 
Some that are computer board games. I didn't 
know they where board games when I first 
found them. 

Sort of board but not exactly are a set of the 
War games. Hard to explain these to the non 
player and newbie C= user. Many are 
simulations from Victory and or Avalon hill. 
Nothing fancy in the graphics. Mostly a grid 
looking thing and you command the forces. 
Gotta tell you that I personally have problems 
with this style. When you don't have the dox, 
or instruction. A problem that I have on most 
of the copies I have found. Anyway should say 
that there are online preservation sites of the 
manuals and dox for many of the 
C=programmes. Themes for this are just 
about any major battle of campaign in history. 

But there is another style of this war game 
theme. Perhaps not as historically accurate. 

For my tastes ,a bit more fun. Not to say that 
they are any easier. This style may have a 
proper name, but I never learned it, so they 
are sort of action simulations for a lack of the 
proper word. In this type you are a more 
integrated part of the war game. Dam Busters 
is a great one for this. Doing an actual WW II 
mission from the British. You are flying the 
special bomber. Dodging enemy and yeah 
there is also different views that you can 
select. Right it is allin graphic. Some sound 
effects as well. And no it isn't easy. I've never 
finished it, well if I was the German side I won 
<BG>. 

There is even a game where you an explore 
the Titanic on the floor of the sea. Pictures are 
from the early remotes that Ballard did on the 
wreck. A game where you can run a 
submarine. The book or it says you can be 
allied or German navy. But my used copy is 
corrupted and never got to play it, need to 
find are placement copy in some form. 

Text adventures deserve to be mentioned by 
themselves. First I must say that there are 
two major types. One is just plain text, the 
other is one that has text and some graphics. 
The latter part being illustrated pictures on the 
screen. 

This type of game has its points and fans. 

Also its drawbacks and detractors. There are 
statements that this form of game was the 
first style for computers and goes back to the 
60s. I've read the stories about that in 
different books and online. Today you may not 
have a clue to what the game looks like or 
how it functions. So I'll explain as best as 
possible. First off I dislike these games with a 
pink and purple passion. Good got that out of 
my system. Lets move to the positive points. 
This form of game was exceptionally popular 
for the 8 bit realm of existence. True text 
adventures are just that, they are nothing but 


Issue 19 May 2008 page - 25 - 





www.commodorefree.com 


text. All the sounds and pictures must come 
from your mind. 

OK I'll add that from some companies, 
specifically one called Infocom, would add a 
mess of props to the game box. I do have 
some of these in my collection. In simple 
terms you enter the game world. Read the 
story line, then make certain choices at each 
text entry. Things like picking up something, 
going in a direction, using an item. Oh yeah 
and looking/examining things in the area that 
you are located. 

An important thing to do in this game style is 
to make a block map of your travels. Other 
wise you will be lost and go in circles in the 
game. Creating a gigantic sense of frustration 
along with the feeling that the programmer 
intentionally did this to you. <what he 
d id n't?> 

It has been said that a picture is worth a 
thousand words. In programming it is worth a 
lot more in memory space. That I guess is the 
reason why text adventures where very 
popular. Instead of having a mess of images 
and sounds. A huge game world with twists 
and complexities could be created. Letting you 
paint the picture in your own mind. Sort of like 
an interactive book I was told. Variations on 
this would have perhaps an image and a 
sound effect at a specific place in the story. I 
have seen a couple that use what appear to be 
C= coloured digital images. A few seconds of 
sound to set the mood, and then back to the 
text part of the game. Another version uses 
just the C= keyboard graphics <gfx> for the 
information. This type is in one of my type in 
programming books for text adventure games. 
In this example there is a keyboard command 
that will show you a map. Displaying the areas 
you have explored. All done with keyboard 
graphics. A real big help in game playing for 


Before I explain another type of text with gfx 
game, and one that I can play. Must tell you 
the down side to the stock text only game. 
Trying to not wax on this too much on the 
psych or cultural stuff. Big problem is "WHAT 
ARE THE FRELLING WORDS?". OK some of the 
games have a command called "VOCAB", or 
something close to that type of word. Typing 
that in will give you a list of the accepted 
words for the game. Not all the games have 
that option. Some do have a" HELP" 
command. Again not all of them. Personally I 
find my self lost early on in the games. 
Because Haven't a clue as to what words to 
use at that time. As an example the game Mist 
from Infocom. That company was considered 
to have the best text games. 

My character is at the gates to the grounds of 
the mansion. How-to get through the lock 
gates on the stormy night. Understand that I 
have the props for this game. I have the story 
as well in the manual. Even a handful of the 
words. Though Infocom had a way to use a lot 
of words in their games. Took me hours of real 


time to make it past that gate. Oh it was blow 
the horn of the car. Like I would think of that 
right off the bat? Not that it would be done, 
but that it could be done in the game. BTW: 
that was the first encounter in the game. I 
never got past the second encounter. 

Words, the right ones and their use is one of 
the problems. Another is the right things to 
do. That is naturally based on the authors 
sense of values. But also the time frame of the 
games creation. Sort of a time capsule of the 
world. Some games of this nature use a bit of 
the current pop fad language jargon in the 
text. Not in what you need to type in, but in 
the words that you read in the descriptions. 

As you can tell I have problems with this sort 
of game. But to be fair. I have met people 
that love these games. They hunt to this day, 
for ones that they have yet to play. 

Now then there are two variations to this type 
of game. These have actually gfx in them. One 
has a static picture at the top of the screen. 
Illustrating some point of the game. Based on 
your location. There is a bit of descriptive text 
at the bottom half. Now there is either a blank 
line for you to enter the words. Or there is a 
set of words for you to select. This type I have 
played with some success, and remember 
fondly the Lord of the Rings in this form. A 
more advanced type is set up the same way. 
Having the top part of the screen with the 
scene. The bottom part with the words. 

Maniac Mansion is the first one of this style 
that I played. Difference here is that the top 
screen is animated. In game play you move 
the character around the screen(s) with the 
joystick. At first you must select the team of 
characters for the adventure. Done with the 
joystick. Next you take them, one by one, to 
the front of the mansion. Now to get in you 
need to score the key from under the mat. 

This requires looking around and reading the 
text information that is presented. 

Getting the clues for that action. But to do it, 
you must select the action in a set of 
commands at the bottom of the screen. You 
can probably guess that I like this game. Well 
I only finished it with the help of a couple of 
walk troughs'. Like most of the games I have 
experienced on the C=. They are more in 
depth and take longer than expected. 

Rest your eyes a bit. That is a lot of 
information to digest as well. Point is to accept 
and understand that there is a wide variety of 
games. Asteroids, Defender, Mario Brothers 
and more classic coin op arcade games. Like 
Frogger, and Donkey Kong <ever find the 
Donkey?>,Pac Man and the clever one called 
Plaque Man that was a special dental care 
game for kids. Well assuming I spelled it 
correctly. Shoot' Em Up games. In fact there 
is a construction set to make that type of 
game. War games, and yes there is a 
construction set to make them as well. 
Adventure games, you know the type where 
you explore the world, defeat the bad things 
and eventually save the day. 


Issue 19 May 2008 page - 26 - 





www.commodorefree.com 


Yuppers there is a construction set to make 
them as well. Oh I was just reminded that 
some readers may not know what exactly is a 
construction set. Simply stated it is a utility 
tool. Which will allow you to create the above 
types of games. Then pass them around to 
your friends and others that use the C=. Yeah 
a creative thing. 

That brings me to other things the C= can do 
for you. Besides the games. Quadratic 
<spelling?> equations, may not be your bag. 
But I had a programme that taught them to 
you. In fact basic math into Geometry I have 
on disks for the Commodore. Had one that 
would teach you the bones of the body. Typing 
of course, and that is one that I should really 
use myself. Grammar, and that too is another 
one that I should use myself. Have a few 
English ones. Side note they specifically state 
that they are Canadian English, not American. 
I'll stop there with the educational 
programmes. 

Pretty much you name it, and there was 
something for it on the C=. One part that I 
will add. Some of these were adjustable. I 
mean that if you wanted to say update the 
information for the lessons. You could do that 
in the programme. 

Print Master+ & Print Shop, these are the two 
most widely seen programmes for creating, 
greeting cards, stationary, banners, calendars 
and a bit more. Each one has additive disks to 
the main programme. Adding more gfx, fonts 
and borders for your use. There are some 
others, but you see the point. We have three 
voices and 9 octaves for the C=. Yes there are 
programmes to create music on the C=. Many 
hundreds of these where on Q-Link for free 
download. I have an almost 2 mega byte file is 
zip format of an unknown amount of the 
songs. That a guy saved from Q-Link and sent 
to me. 

The News Room, that is a programme that 
allows you to make your own newsletters. 


Contains fonts and gfx images. The latter you 
can alter a bit, or create your own. There are 
a few additional disks of fonts and gfx that 
you can pick up as well. I have most of this 
set. Want to draw your own things? There is a 
wealth of art programmes. No idea how many 
are out there for you. However the most 
popular ones that I know about and have used 
are. Koala <which seems to have been a 
standard hi-res art prg .Since it is used in a lot 
of intro screen things> Blazing Paddles, 
Animation Station, Doodle, FlexiDraw are the 
ones that I have used. Koala and Animation 
Station are both tablet style drawing 
programmes. 

There is a crack running around for Koala that 
allows the use of a joystick over the tablet. 
FlexiDraw has a mess of extra programmes, 
that I have yet to use. Can be used with other 
input devices. I though have only used it with 
the light pen. Each of these has its own pluses 
and drawbacks. As well as their dedicated 
fans. All I can tell you is that I have seen 
some really great art work. Nothing that I 
could attempt to create myself. 

Games, educational, creative programmes. 
Those are just major category titles. Now 
then, the thing that I do most of the time, 
writing. Honestly I thought at first the 
C=64would be a game machine for me. Ends 
up I do more writing stuff than anything else 
on it. No I am not going on about what to 
write or how-to write. I am a rather poor 
example of that stuff. Nor can I tell you which 
is the best programme to use. 

In fact since space is running out. All of that 
will be in the next part. At this time I want to 
impress on you that there is a gigantic amount 
of programmes of an almost endless variety of 
styles and subject matter for the C=. When 
you add that people are still doing programme 
writing on a 25+ year old PC. What else can 
be created? Obviously not everything as of 
yet. OK next session continues with the 
programme overview and then back to simple 
from the manual BasicV2 programming. 


Issue 19 May 2008 page - 27 - 





www.commodorefree.com 


MossyCon 4 Personal Review 

Written by Lord Ronin from Q-Link 
Edited by Robert Bernardo 

“Da fullowin iz ritten da next murn and wth liddle sleep un nah coffeieeee yut.” 


missed the bus from there to Astoria. #8 will have his 
rants on that one I am certain. 'Cause I gots mine 
{EG}. 

Expected here at 9 pm Saturday night. Was not a 
pleasant thing to see his nickname show up in the 
chat around that time, as we were to burn the CDs 
for MossyCon and he was going to show us how that 
was done, plus a few other computer related 
problems were to be rectified without Lord Ronin 
(myself) using the ever-present big and heavy 
hammer. 

Between 9 pm-ish and 3 am, using Xchat for IRC 
switching between screens, creating a minute 
problem for #8's phone and having to recharge it, we 
did burn the 10 CDs for the Con. 

A lot of thanks go to #8 (supercommodore- 
Destinedl/weirdwolf...) for taking all that time to work 
with us on how to burn a smegging CD with this new 
Linux flavour. Finding out that the CD/DVD burner 
isn't working, and we had to replace it with the old 
one from the previous set-up. Then, files that were 
downloaded not installing for the burn, and I guess 
those that use non C=64/128s are familiar with this 
scenario a lot more than I. 

Up at 10 am, or earlier. Coffee on the boil, cats 
demanding food. Set-up time was to be 10 am at the 
pizza place. Reminds me some or a few of us 
attendees should send some letter of thanks in some 
format to them. Well, at 12:10 pm, over an hour after 
the event was to start and 2 hours after the set-up 
time, no ride yet, and that was a bit worrisome, after 
last year's medical problem for Robert. Worries 
started to cross our minds. Nope, things were just 
running a bit late. I called the pizza place... yeah, me 
using a phone... hey, it was a real, rotary dial C= 
phone. Talked to Gene Woods, who told me Robert 
was on his way. Shortly after that, Robert was at the 
shop. 


Couple of bags of things from us, along with #30 and 
myself, crammed into the boat of a car of Robert's. 
Well, compared to those Tonka toys that are on 
the road now, it has been called a boat, even if 
the backseat hadn't been stacked with items. 
Well, the interior of that car is made for Robert. 
Not 6'2" me or 67" #30. And I hate seatbelts as 
well. Oregon mandates the use of them. Political 
rhetoric aside. 

Stopping at the back boor of the pizza place, I 
showed Robert the back way there (really, it is 
legally highway 30) to avoid the centre of town 
traffic. We off-loaded ourselves and the bags. 
Now I must add here that through a 
misunderstanding, we had previously collected a 
supply of Amiga items. These were originally to 
be for Robert. They were put in the 
trunk and back seat. Want to thank Robert here 
for being so understanding about the mix-up and 
then seeing that many of the items were dupes 
for his group and allowing us to keep those items 
in order that we may start to rebuild the Amiga 
section after the sho-vah stole the club's stuff. 

There was a line of tables that held many items that 
were just for the show. Robert had the one that Jack 
Tramiel signed at the CMH event in December. 

Really, that C=64 should have been under glass and 
with an alarm system. An Amiga 4000 with several 
autographs as well as al 28DCR keyboard also 
autographed by some of the engineers. 

A lovely presentation of a collage of the late Jim 
Butterfield. Going past that to the right was a 
collection of electronic controls that reminded me of 
my homebrew days in electronics, though cleaner 
and neater. This was connected to a SX-64. Along in 
that area was a Lt. Kernal system that as I 
understand has a few additives and is working. At the 
end of the line past a FD-2000 was a VIC-20, for 
which #30 and Steve Jones had to return to the shop 
in order to replace the PS that went out on it. 

But at the start of the line, right next to the back door 
was a Commodore PET 2001. Not working and was 
slated for Ray Carlsen for repair. Neither #30 or 
myself had ever seen a real PET 2001 in real life 
before. Now I understand the reason for the term that 
was used to describe the keyboard. But hey for us 
lefties, the cassette thing is on the left side of the 
keyboard. 

Met Steve Jones and a man whose name escapes 
me, but I think it was Bilud, and his handle is 
Nightlord. Wasn't his accent that tossed me as his 
English is very good. But that it just had to happen 
that day. Sinus problems blinded my left eye (I'm left¬ 
eyed dominant), and the ear infection returned so I 
was deaf in the right ear. Plus I am horrible at 
remembering names. There was also Gene Woods, 
who has popped by the shop from time to time 
seeing how things are going with us, even though it is 
a few hundred miles and several hour drive for him. 
Good that he could come to the event, as originally 
that wasn't in the plans for his schedule. Bad that he 


Sunday morn at 3 am. We are still on the phone with 
our dedicated #8 (weirdwolf) who through the mega¬ 



graces of the bus system in the Portland Metroplex 


Issue 19 May 2008 


page - 28 - 









www.commodorefree.com 


could come to the event, because his main schedule 
got f relied. 

Robert had set up a tab at the pizza place for us. 
Didn't know that at the start. At the first, since most of 
us had not met each other at least in real life, we sort 
of just talked about ourselves and C= related things. 
Had some pizza and drinks, mainly soda pop for the 
group. Of course, I had to be different and have beer, 
but as the oldest one there, I can be eccentric at 
times (most of the time). Talked to Nightlord about 
role-playing games. He had played some in the past, 
2nd Edition AD&D, and I IRC he had done that in 
college with friends in his native Turkey. I think that I 
went overboard on the desires we have to create C= 
RPG games and tools on the C= for RPG games, but 
he did seem interested in the idea. 

Wildstar arrived, having to walk over the hill, and it is 
a mean hill; I can't do it anymore. Plus it was a nice 
cool day with drizzle. OK, people from Southern 
California may call it a rain, but those of us in the 
Northwest would call it a light drizzle. 

Did have the enjoyment of a couple of deer going 
past the windows, as they came up from the bay and 
back into the woods on the hill. Nice touch for the 
day. Eventually, we had to settle down some time 
around 2-ish. Nightlord (hope I have his handle 
correct) did the first presentation. Now I couldn't hear 
well so some others should go into this one. Also the 
tech level was not the same as mine. In essence, he 
created some demos in the scene which he had 
shown earlier on a non C= laptop with the emulator. 
Looked very good, and the speed was smooth. At 
that time he was explaining many points of how it 
was done. I caught the part of using the cpu and 
mem in the 1541 at the same ti me things are being 
done in the 64. 

But that wasn't his main presentation. This was his 
compiler thinggy; I can't do the name justice. So 
basically, I can say that he has created a 
Commodore C++ compiler. Does only work in 
emulation for creation. But as I understand, the work 
can be placed on stock 1541 disks. He knows his 
tech and was presenting it well to those other 
hardware people who asked some poignant 
questions. MossyCon was honoured with the display 
of a Tetris clone that runs at a good speed. Created 
with this new compiler for us. Sadly, he could not 
release it yet. Still working on the documentation first. 
He wishes that to be done before the item is 
released. 



Next up was the fat, old, hippy freak. My presentation 
was on the use of Geos, such as GeoWrite, 
GeoPaint, GeoPub, PostPrint and GeoDos. In the 
creation of the items that I was able to convert into 
.pdf files and burn onto the CD. Only the burning and 
the converting was done on the Linux system. The 


rest, even the zipped .D64s, were done on the C= 
with the SCPU. Passed out most of the CDs we had 
made. Few games and a lot of the writings that I 
have done for the group. Showed off the actual raw 
96-page copy of a 1st ed AD&D adventure 
completely created and printed on the C=. 

SMJ (Steve) was up next. He described his Prophet 
64 thing. Now I could follow some of this, because I 
do have an ancient background in electronics and 
once could play musical instruments. But there was 
that hearing problem, and most of his presentation 
had a crying baby and an irate child screaming in the 
other part of the pizza joint. What I could see, and the 
screen was on a SX-64, was a bit small for my eyes. 
Well, the screen showed a lot of items that were to 
me impressive. But the sounds that he was able to 
create with his homebrew box and some other 
modded electronics equipment, well, I have never 
heard SID sound so clean... as if it was one of those 
megabuck synthesizers. True, he had modded the 
SX to be a stereo with two sid chips. Started off his 
presentation with his laptop, where he had 
documented in pix the different steps and alterations 
of the SX-64. I could follow that part. But even deaf in 
one ear, that sound was fantastic. 



Robert followed with showing the different units that 
he had brought. Starting with the PET and going 
through the different autographed C= items. Now if I 
had my own transport and could run fast enough, he 
would have had less to take back with him {VBG}. 



Issue 19 May 2008 


page - 29 - 




















www.commodorefree.com 



left out that there was a framed set of stamps. Robert 
had sent a pic of Jeri to a place that places the image 
on a real, usable, 41-cent USPS stamp. This one is 
framed for display. He donated one sheet for the 
raffle, and I understand another will be for another 
con/expo raffle. 

But for the actual hands-on work, we had to borrow 
my SCPU in order to see the Metal Dust game. This 
was placed on Robert's SX-64, the one that I would 
like to liberate for the ACUG. I mean it does have in 
the second drive bay a FD-4000. But I am addicted to 
C=. By using a cord, this was able to be connected to 
the 1702 monitor at the VIC-20. Not sure about the 
entire game. Around three 1581 disks in a nice box. 
Robert did state that it has a tendency to try to save 
the high score, but when it does that, it smegs up a 
file on the disk, and the game is dead. What I saw 
with a couple of volunteers was a multi-colourful, fast, 
sideways scroller. Spaceship shooting at the 
asteroids and planetoids that race from the right side 
of the screen. My working eye had trouble with the 
background and the foreground. There is just so 
much on the screen, at least seen about 7' away, that 
I couldn't tell what was what. But I'll accept that the 
eye problem was to blame. 

Another hands on display was a set of finger 
joysticks in a box. This is an actual C= game, from 
about 1984 I IRC 

what was on the paperwork. Does use a disk, and 
one cannot use regular joysticks. I was struck at the 
sight on the table of how the box and joysticks 
reminded me of a RC plane set-up. Good thing I did, 
as that is what this game is about. You are flying a 



RC model plane. Well, the testers did give it a try. 
High marks for innovative crashing all around. {LOL} 

Last in that demo presentation was the VIC-20. 

There was one cart that had I IRC 38kb or ram, but a 
switch out of the three broke off, cancelling that one. 
But we did see and play with the 100+ games in one 
cart for the VIC-20. Ah, no one got even close to 
finishing the first level of Donkey Kong, and playing 
Congo Bongo with the keyboard was a bit hard, 
though there is a joystick options. 

One last thing, and it is out of place in the demo part. 
Robert showed off the new MMC2IEC I IRC it is 
called. He had both sets, but lost his PS unit for the 
display. I was impressed at not only the fact that here 
is another new piece of C= related Hardware, but 
looking at what appeared to be a micronised 
DreamCast memory cart and finding it was at least a 
gig in size. Then learning that one can place 1541s 
onto it and use it like a 1541 drive. I think that I will 
learn more and save up. 

Well, a lot more happened, but this is very long. We 
left the place around 8 pm. Later, Robert & SMJ 
arrived at the commune, where, yes they did see and 
Robert had some of the Kitty box cake. More pix were 
taken. Talked on games and the like. Went to the 
shop, the ACUG GHQ. Spent time there talking about 
C= things and looking at the items in the shop. 
Eventually, at some point past 2 am, the guys 
headed back to the motel. I crashed, and for some 
inane reason, was up early in the morning. Oh, yeah, 

I am up. as Robert was bringing some Amiga things 
for us. Great time, met new C= friends IRL, and hope 
we will be doing this next year. 

BCNU 

Lord Ronin from Q-Link 
COMMODORE FREE 

Messycon was recoreded by Robert and is available 
for purchase on 2 DVD-R in NTSC format, The 
pictures in this review were extracted from the video, 
you can contact Robert by the website 
http://videocam.net.au/fcuq/ 

Fresno Commodore Users Group 



Issue 19 May 2008 


page - 30 - 



















www.commodorefree.com 


THE END 


Issue 19 May 2008 


page - 31 -